fix core:player component

This commit is contained in:
MihailRis 2025-09-21 23:26:03 +03:00
parent 49ba8e2185
commit 7dab722561

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@ -4,13 +4,22 @@ local mob = entity:require_component("core:mob")
local cheat_speed_mul = 10.0 local cheat_speed_mul = 10.0
local function process_player_inputs(pid, delta) local function get_player_rotation(pid)
local rx, ry, rz = player.get_rot(pid)
local matrix = mat4.rotate({0, 1, 0}, rx)
mat4.rotate(matrix, {1, 0, 0}, ry, matrix)
mat4.rotate(matrix, {0, 0, 1}, rz, matrix)
return matrix
end
local function process_player_inputs(pid, rot, delta)
if not hud or hud.is_inventory_open() or menu.page ~= "" then if not hud or hud.is_inventory_open() or menu.page ~= "" then
return return
end end
local cam = cameras.get("core:first-person")
local front = cam:get_front() local front = mat4.mul(rot, {0, 0, -1})
local right = cam:get_right() local right = mat4.mul(rot, {1, 0, 0})
front[2] = 0.0 front[2] = 0.0
vec3.normalize(front, front) vec3.normalize(front, front)
@ -22,8 +31,6 @@ local function process_player_inputs(pid, delta)
local isback = input.is_active('movement.back') local isback = input.is_active('movement.back')
local isleft = input.is_active('movement.left') local isleft = input.is_active('movement.left')
local isright = input.is_active('movement.right') local isright = input.is_active('movement.right')
mob.set_flight(player.is_flight(pid))
body:set_body_type(player.is_noclip(pid) and "kinematic" or "dynamic")
body:set_crouching(iscrouch) body:set_crouching(iscrouch)
local vel = body:get_vel() local vel = body:get_vel()
@ -53,10 +60,19 @@ end
function on_physics_update(delta) function on_physics_update(delta)
local pid = entity:get_player() local pid = entity:get_player()
if pid ~= -1 and (hud and pid == hud.get_player()) then if pid == -1 then
return
end
mob.set_flight(player.is_flight(pid))
body:set_body_type(player.is_noclip(pid) and "kinematic" or "dynamic")
if hud and pid == hud.get_player() then
local pos = tsf:get_pos() local pos = tsf:get_pos()
local cam = cameras.get("core:first-person") local rot = get_player_rotation(pid)
process_player_inputs(pid, delta) local front = mat4.mul(rot, {0, 0, -1})
mob.look_at(vec3.add(pos, cam:get_front()))
process_player_inputs(pid, rot, delta)
mob.look_at(vec3.add(pos, front))
end end
end end