Add offset to automatic_face_movement_dir

nephele-craftmethods
PilzAdam 9 years ago
parent 681e136d5f
commit 4feea0ac68
  1. 3
      doc/lua_api.txt
  2. 3
      src/clientserver.h
  3. 5
      src/content_cao.cpp
  4. 5
      src/content_sao.cpp
  5. 5
      src/object_properties.cpp
  6. 1
      src/object_properties.h
  7. 10
      src/script/common/c_content.cpp

@ -1888,7 +1888,8 @@ Object Properties
makes_footstep_sound = false,
automatic_rotate = false,
stepheight = 0,
automatic_face_movement_dir = false,
automatic_face_movement_dir = 0.0,
^ automatically set yaw to movement direction; offset in degrees; false to disable
}
Entity definition (register_entity)

@ -98,7 +98,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
drowning, leveled and liquid_range added to ContentFeatures
stepheight and collideWithObjects added to object properties
version, heat and humidity transfer in MapBock
added new property to entities automatic_face_movement_dir
automatic_face_movement_dir and automatic_face_movement_dir_offset
added to object properties
*/
#define LATEST_PROTOCOL_VERSION 21

@ -1211,8 +1211,9 @@ public:
updateNodePos();
}
if (getParent() == NULL && m_prop.automatic_face_movement_dir){
m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI;
if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
updateNodePos();
}
}

@ -527,8 +527,9 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
m_velocity += dtime * m_acceleration;
}
if(m_prop.automatic_face_movement_dir){
m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI;
if((m_prop.automatic_face_movement_dir) &&
(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
}
}

@ -41,7 +41,8 @@ ObjectProperties::ObjectProperties():
makes_footstep_sound(false),
automatic_rotate(0),
stepheight(0),
automatic_face_movement_dir(false)
automatic_face_movement_dir(false),
automatic_face_movement_dir_offset(0.0)
{
textures.push_back("unknown_object.png");
colors.push_back(video::SColor(255,255,255,255));
@ -104,6 +105,7 @@ void ObjectProperties::serialize(std::ostream &os) const
writeU8(os, collideWithObjects);
writeF1000(os,stepheight);
writeU8(os, automatic_face_movement_dir);
writeF1000(os, automatic_face_movement_dir_offset);
// Add stuff only at the bottom.
// Never remove anything, because we don't want new versions of this
}
@ -139,6 +141,7 @@ void ObjectProperties::deSerialize(std::istream &is)
collideWithObjects = readU8(is);
stepheight = readF1000(is);
automatic_face_movement_dir = readU8(is);
automatic_face_movement_dir_offset = readF1000(is);
}catch(SerializationError &e){}
}
else

@ -46,6 +46,7 @@ struct ObjectProperties
float automatic_rotate;
f32 stepheight;
bool automatic_face_movement_dir;
f32 automatic_face_movement_dir_offset;
ObjectProperties();

@ -191,7 +191,15 @@ void read_object_properties(lua_State *L, int index,
getfloatfield(L, -1, "automatic_rotate", prop->automatic_rotate);
getfloatfield(L, -1, "stepheight", prop->stepheight);
prop->stepheight*=BS;
getboolfield(L, -1, "automatic_face_movement_dir", prop->automatic_face_movement_dir);
lua_getfield(L, -1, "automatic_face_movement_dir");
if (lua_isnumber(L, -1)) {
prop->automatic_face_movement_dir = true;
prop->automatic_face_movement_dir_offset = luaL_checknumber(L, -1);
} else if (lua_isboolean(L, -1)) {
prop->automatic_face_movement_dir = lua_toboolean(L, -1);
prop->automatic_face_movement_dir_offset = 0.0;
}
lua_pop(L, 1);
}
/******************************************************************************/

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