Use a table in set_physics_override()

This commit is contained in:
PilzAdam 2013-12-03 22:26:40 +01:00
parent 15be2659ea
commit e51ad5337f
2 changed files with 27 additions and 23 deletions

View File

@ -1706,11 +1706,13 @@ Player-only: (no-op for other objects)
{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool} {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
- get_player_control_bits(): returns integer with bit packed player pressed keys - get_player_control_bits(): returns integer with bit packed player pressed keys
bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
- set_physics_override(speed, jump, gravity, sneak, sneak_glitch) - set_physics_override({
modifies per-player walking speed, jump height, and gravity. speed = 1.0, -- multiplier to default value
Values default to 1 and act as offsets to the physics settings jump = 1.0, -- multiplier to default value
in minetest.conf. nil will keep the current setting. gravity = 1.0, -- multiplier to default value
sneak and sneak_glitch are booleans, default is true sneak = true, -- whether player can sneak
sneak_glitch = true, -- whether player can use the sneak glitch
})
- hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
- hud_remove(id): remove the HUD element of the specified id - hud_remove(id): remove the HUD element of the specified id
- hud_change(id, stat, value): change a value of a previously added HUD element - hud_change(id, stat, value): change a value of a previously added HUD element

View File

@ -357,25 +357,27 @@ int ObjectRef::l_set_physics_override(lua_State *L)
PlayerSAO *co = (PlayerSAO *) getobject(ref); PlayerSAO *co = (PlayerSAO *) getobject(ref);
if(co == NULL) return 0; if(co == NULL) return 0;
// Do it // Do it
if(!lua_isnil(L, 2)){ if (lua_istable(L, 2)) {
co->m_physics_override_speed = lua_tonumber(L, 2); co->m_physics_override_speed = getfloatfield_default(L, 2, "speed", co->m_physics_override_speed);
co->m_physics_override_sent = false; co->m_physics_override_jump = getfloatfield_default(L, 2, "jump", co->m_physics_override_jump);
} co->m_physics_override_gravity = getfloatfield_default(L, 2, "gravity", co->m_physics_override_gravity);
if(!lua_isnil(L, 3)){ co->m_physics_override_sneak = getboolfield_default(L, 2, "sneak", co->m_physics_override_sneak);
co->m_physics_override_jump = lua_tonumber(L, 3); co->m_physics_override_sneak_glitch = getboolfield_default(L, 2, "sneak_glitch", co->m_physics_override_sneak_glitch);
co->m_physics_override_sent = false;
}
if(!lua_isnil(L, 4)){
co->m_physics_override_gravity = lua_tonumber(L, 4);
co->m_physics_override_sent = false;
}
if (lua_isboolean(L, 5)) {
co->m_physics_override_sneak = lua_toboolean(L, 5);
co->m_physics_override_sent = false;
}
if (lua_isboolean(L, 6)) {
co->m_physics_override_sneak_glitch = lua_toboolean(L, 6);
co->m_physics_override_sent = false; co->m_physics_override_sent = false;
} else {
// old, non-table format
if(!lua_isnil(L, 2)){
co->m_physics_override_speed = lua_tonumber(L, 2);
co->m_physics_override_sent = false;
}
if(!lua_isnil(L, 3)){
co->m_physics_override_jump = lua_tonumber(L, 3);
co->m_physics_override_sent = false;
}
if(!lua_isnil(L, 4)){
co->m_physics_override_gravity = lua_tonumber(L, 4);
co->m_physics_override_sent = false;
}
} }
return 0; return 0;
} }