]> git.lizzy.rs Git - minetest.git/blobdiff - src/camera.cpp
Add a setting to enable always flying fast
[minetest.git] / src / camera.cpp
index 43f26cd8f911c492e531a5c4aa3d82599df8078e..33e85d06926e9568c4e02de64723e01cf23ba517 100644 (file)
@@ -189,7 +189,7 @@ void Camera::step(f32 dtime)
 
        if (m_digging_button != -1)
        {
-               f32 offset = dtime * 4.5;
+               f32 offset = dtime * 3.5;
                float m_digging_anim_was = m_digging_anim;
                m_digging_anim += offset;
                if (m_digging_anim >= 1)
@@ -233,9 +233,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
        m_playernode->updateAbsolutePosition();
 
+       //Get camera tilt timer (hurt animation)
+       float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
+
        // Set head node transformation
-       m_headnode->setPosition(player->getEyeOffset());
-       m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
+       m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength,0));
+       m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
        m_headnode->updateAbsolutePosition();
 
        // Compute relative camera position and target
@@ -529,7 +532,7 @@ void Camera::setDigging(s32 button)
 void Camera::wield(const ItemStack &item)
 {
        IItemDefManager *idef = m_gamedef->idef();
-       scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
+       scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
        if(wield_mesh)
        {
                m_wieldnode->setMesh(wield_mesh);
@@ -544,7 +547,7 @@ void Camera::wield(const ItemStack &item)
 void Camera::drawWieldedTool()
 {
        // Set vertex colors of wield mesh according to light level
-       u8 li = decode_light(m_wieldlight);
+       u8 li = m_wieldlight;
        video::SColor color(255,li,li,li);
        setMeshColor(m_wieldnode->getMesh(), color);