#include "util/numeric.h"
#include "constants.h"
#include "fontengine.h"
+#include "script/scripting_client.h"
#define CAMERA_OFFSET_STEP 200
m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
m_cache_fov = g_settings->getFloat("fov");
m_cache_zoom_fov = g_settings->getFloat("zoom_fov");
- m_cache_view_bobbing = g_settings->getBool("view_bobbing");
m_nametags.clear();
}
} else {
error_message.clear();
}
+
+ if (g_settings->getBool("enable_client_modding")) {
+ m_client->getScript()->on_camera_ready(this);
+ }
return error_message.empty();
}
v3f rel_cam_target = v3f(0,0,1);
v3f rel_cam_up = v3f(0,1,0);
- if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
- {
+ if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
+ m_camera_mode < CAMERA_MODE_THIRD) {
f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
} else {
fov_degrees = m_cache_fov;
}
- fov_degrees = MYMAX(fov_degrees, 10.0);
- fov_degrees = MYMIN(fov_degrees, 170.0);
+ fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
// FOV and aspect ratio
m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
+ float wieldmesh_offset_Y = -35 + player->getPitch() * 0.05;
+ wieldmesh_offset_Y = rangelim(wieldmesh_offset_Y, -52, -32);
+
// Position the wielded item
//v3f wield_position = v3f(45, -35, 65);
- v3f wield_position = v3f(55, -35, 65);
+ v3f wield_position = v3f(55, wieldmesh_offset_Y, 65);
//v3f wield_rotation = v3f(-100, 120, -100);
v3f wield_rotation = v3f(-100, 120, -100);
wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
const bool climbing = movement_Y && player->is_climbing;
if ((walking || swimming || climbing) &&
- m_cache_view_bobbing &&
- (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly")))
- {
+ (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
// Start animation
m_view_bobbing_state = 1;
m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
void Camera::wield(const ItemStack &item)
{
- if (item.name != m_wield_item_next.name) {
+ if (item.name != m_wield_item_next.name ||
+ item.metadata != m_wield_item_next.metadata) {
m_wield_item_next = item;
if (m_wield_change_timer > 0)
m_wield_change_timer = -m_wield_change_timer;