update core:mob component
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@ -1,19 +1,35 @@
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local body = entity.rigidbody
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local jump_force = SAVED_DATA.jump_force or ARGS.jump_force or 0.0
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local air_damping = SAVED_DATA.air_damping or ARGS.air_damping or 1.0
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local ground_damping = SAVED_DATA.ground_damping or ARGS.ground_damping or 1.0
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local movement_speed = SAVED_DATA.movement_speed or ARGS.movement_speed or 4.0
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local run_speed_mul = SAVED_DATA.run_speed_mul or ARGS.run_speed_mul or 1.5
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local crouch_speed_mul = SAVED_DATA.crouch_speed_mul or ARGS.crouch_speed_mul or 0.35
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local flight_speed_mul = SAVED_DATA.flight_speed_mul or ARGS.flight_speed_mul or 4.0
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local cheat_speed_mul = SAVED_DATA.cheat_speed_mul or ARGS.cheat_speed_mul or 5.0
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local props = {}
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local function def_prop(name, def_value)
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props[name] = SAVED_DATA[name] or ARGS[name] or def_value
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this["get_"..name] = function() return props[name] end
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this["set_"..name] = function(value)
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props[name] = value
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if math.abs(value - def_value) < 1e-7 then
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SAVED_DATA[name] = nil
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else
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SAVED_DATA[name] = value
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end
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end
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end
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def_prop("jump_force", 0.0)
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def_prop("air_damping", 1.0)
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def_prop("ground_damping", 1.0)
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def_prop("movement_speed", 4.0)
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def_prop("run_speed_mul", 1.5)
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def_prop("crouch_speed_mul", 0.35)
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def_prop("flight_speed_mul", 4.0)
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def_prop("cheat_speed_mul", 5.0)
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def_prop("gravity_scale", 1.0)
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function jump(multiplier)
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if body:is_grounded() then
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local vel = body:get_vel()
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body:set_vel(
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vec3.add(vel, {0, jump_force * (multiplier or 1.0), 0}, vel))
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vec3.add(vel, {0, props.jump_force * (multiplier or 1.0), 0}, vel))
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end
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end
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@ -43,7 +59,7 @@ end
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function on_update(tps)
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local delta = (1.0 / tps)
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local pid = entity:get_player()
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if pid then
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if pid and hud and not hud.is_inventory_open() and not menu.page ~= "" then
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-- todo: replace with entity direction
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local cam = cameras.get("core:first-person")
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local front = cam:get_front()
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@ -66,19 +82,19 @@ function on_update(tps)
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local vel = body:get_vel()
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local speed = movement_speed
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local speed = props.movement_speed
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if flight then
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speed = speed * flight_speed_mul
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speed = speed * props.flight_speed_mul
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elseif issprint then
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speed = speed * run_speed_mul
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speed = speed * props.run_speed_mul
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elseif iscrouch and grounded then
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speed = speed * crouch_speed_mul
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speed = speed * props.crouch_speed_mul
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end
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body:set_crouching(iscrouch)
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if ischeat then
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speed = speed * cheat_speed_mul
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speed = speed * props.cheat_speed_mul
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end
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local dir = {0, 0, 0}
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@ -109,9 +125,9 @@ function on_update(tps)
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jump()
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end
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body:set_vdamping(flight)
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body:set_gravity_scale(flight and 0.0 or 1.0)
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body:set_gravity_scale(flight and 0.0 or props.gravity_scale)
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body:set_linear_damping(
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(flight or not grounded) and air_damping or ground_damping
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(flight or not grounded) and props.air_damping or props.ground_damping
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)
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body:set_body_type(noclip and "kinematic" or "dynamic")
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end
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