Create grapplehook.js
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ModAPI.require("player"); //Require the player
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var GrappleHookMod = {
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oldXYZ: [0, 0, 0], //The previous hook position.
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prev: "NONE", //The previous state
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scaleH: 0.25, //Used for X and Z velocity
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scaleV: 0.15, //((Grapple Y) minus (Player Y)) times scaleV
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lift: 0.4, //Base vertical motion
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crouchToCancel: true //Whether or not crouching should disable the grappling hook.
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};
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ModAPI.addEventListener("update", () => { //Every client tick
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if (!ModAPI.player.fishEntity) { //If the fish hook does not exist.
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if (GrappleHookMod.prev === "GROUND" && (!GrappleHookMod.crouchToCancel || !ModAPI.player.isSneaking())) { //If the old state was ground
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GrappleHookMod.prev = "NONE"; //Update the state
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var mx = GrappleHookMod.oldXYZ[0] - ModAPI.player.x; //Get delta X
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var my = GrappleHookMod.oldXYZ[1] - ModAPI.player.y; //Get delta Y
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var mz = GrappleHookMod.oldXYZ[2] - ModAPI.player.z; //Get delta Z
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mx *= GrappleHookMod.scaleH; //Multiply by horizontal scale
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my *= GrappleHookMod.scaleV; //Multiply by vertical scale
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mz *= GrappleHookMod.scaleH; //Multiply by horizontal scale
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ModAPI.player.motionX += mx; //Add x motion
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ModAPI.player.motionY += my + GrappleHookMod.lift; //Add y motion, plus base lift.
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ModAPI.player.motionZ += mz; //Add z motion
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ModAPI.player.reload(); //Push changes
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} else {
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GrappleHookMod.prev = "NONE";
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}
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} else if (GrappleHookMod.prev === "NONE") { //If the hook exists, but the previous state was NONE, update the state.
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GrappleHookMod.prev = "AIR";
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}
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if (
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ModAPI.player.fishEntity !== undefined && //If the fish hook exists
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GrappleHookMod.prev === "AIR" && //And the hook was previously in the air
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ModAPI.player.fishEntity.inGround //And the hook is in the ground
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) {
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GrappleHookMod.oldXYZ = [ //Set old grapple hook position
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ModAPI.player.fishEntity.x,
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ModAPI.player.fishEntity.y,
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ModAPI.player.fishEntity.z,
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];
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GrappleHookMod.prev = "GROUND";//Update state
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}
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});
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