fix core:player component
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49ba8e2185
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@ -4,13 +4,22 @@ local mob = entity:require_component("core:mob")
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local cheat_speed_mul = 10.0
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local cheat_speed_mul = 10.0
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local function process_player_inputs(pid, delta)
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local function get_player_rotation(pid)
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local rx, ry, rz = player.get_rot(pid)
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local matrix = mat4.rotate({0, 1, 0}, rx)
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mat4.rotate(matrix, {1, 0, 0}, ry, matrix)
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mat4.rotate(matrix, {0, 0, 1}, rz, matrix)
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return matrix
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end
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local function process_player_inputs(pid, rot, delta)
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if not hud or hud.is_inventory_open() or menu.page ~= "" then
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if not hud or hud.is_inventory_open() or menu.page ~= "" then
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return
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return
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end
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end
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local cam = cameras.get("core:first-person")
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local front = cam:get_front()
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local front = mat4.mul(rot, {0, 0, -1})
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local right = cam:get_right()
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local right = mat4.mul(rot, {1, 0, 0})
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front[2] = 0.0
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front[2] = 0.0
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vec3.normalize(front, front)
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vec3.normalize(front, front)
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@ -22,8 +31,6 @@ local function process_player_inputs(pid, delta)
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local isback = input.is_active('movement.back')
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local isback = input.is_active('movement.back')
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local isleft = input.is_active('movement.left')
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local isleft = input.is_active('movement.left')
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local isright = input.is_active('movement.right')
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local isright = input.is_active('movement.right')
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mob.set_flight(player.is_flight(pid))
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body:set_body_type(player.is_noclip(pid) and "kinematic" or "dynamic")
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body:set_crouching(iscrouch)
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body:set_crouching(iscrouch)
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local vel = body:get_vel()
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local vel = body:get_vel()
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@ -53,10 +60,19 @@ end
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function on_physics_update(delta)
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function on_physics_update(delta)
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local pid = entity:get_player()
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local pid = entity:get_player()
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if pid ~= -1 and (hud and pid == hud.get_player()) then
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if pid == -1 then
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return
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end
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mob.set_flight(player.is_flight(pid))
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body:set_body_type(player.is_noclip(pid) and "kinematic" or "dynamic")
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if hud and pid == hud.get_player() then
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local pos = tsf:get_pos()
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local pos = tsf:get_pos()
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local cam = cameras.get("core:first-person")
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local rot = get_player_rotation(pid)
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process_player_inputs(pid, delta)
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local front = mat4.mul(rot, {0, 0, -1})
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mob.look_at(vec3.add(pos, cam:get_front()))
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process_player_inputs(pid, rot, delta)
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mob.look_at(vec3.add(pos, front))
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end
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end
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end
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end
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