local tsf = entity.transform local body = entity.rigidbody local mob = entity:require_component("core:mob") local cheat_speed_mul = 5.0 local function process_player_inputs(pid, delta) if not hud or hud.is_inventory_open() or menu.page ~= "" then return end local cam = cameras.get("core:first-person") local front = cam:get_front() local right = cam:get_right() front[2] = 0.0 vec3.normalize(front, front) local isjump = input.is_active('movement.jump') local issprint = input.is_active('movement.sprint') local iscrouch = input.is_active('movement.crouch') local isforward = input.is_active('movement.forward') local ischeat = input.is_active('movement.cheat') local isback = input.is_active('movement.back') local isleft = input.is_active('movement.left') 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) local vel = body:get_vel() local speed = ischeat and cheat_speed_mul or 1.0 local dir = {0, 0, 0} if isforward then vec3.add(dir, front, dir) end if isback then vec3.sub(dir, front, dir) end if isright then vec3.add(dir, right, dir) end if isleft then vec3.sub(dir, right, dir) end if vec3.length(dir) > 0.0 then mob.go({dir[1], dir[3]}, speed, issprint, iscrouch, vel) end if mob.is_flight() then if isjump then mob.move_vertical(speed * 4) elseif iscrouch then mob.move_vertical(-speed * 4) end elseif body:is_grounded() and isjump then mob.jump() end end function on_physics_update(delta) local pid = entity:get_player() if pid ~= -1 then local pos = tsf:get_pos() local cam = cameras.get("core:first-person") process_player_inputs(pid, delta) mob.look_at(vec3.add(pos, cam:get_front())) end end