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Split liquid_viscosity to liquid_viscosity and move_resistance (#10810)
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@@ -1030,8 +1030,8 @@ Methods:
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* returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
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* `is_in_liquid_stable()`
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* returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
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* `get_liquid_viscosity()`
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* returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
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* `get_move_resistance()`
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* returns move resistance of current node, the higher the slower the player moves
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* `is_climbing()`
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* returns true if player is climbing
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* `swimming_vertical()`
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@@ -1233,7 +1233,7 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
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liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
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liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
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liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
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liquid_viscosity = <number>, -- How fast the liquid flows *May not exist*
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liquid_viscosity = <number>, -- How slow the liquid flows *May not exist*
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liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
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liquid_range = <number>, -- How far the liquid flows *May not exist*
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drowning = bool, -- Whether the player will drown in the node
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@@ -1248,6 +1248,7 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
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},
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legacy_facedir_simple = bool, -- Whether to use old facedir
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legacy_wallmounted = bool -- Whether to use old wallmounted
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move_resistance = <number>, -- How slow players can move through the node *May not exist*
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}
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```
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