Esempio n. 1
0
        /*public static void Update2(Player player)
         * {
         *  // this might seem weird but the server isn't allowed to control the flight system. yes no f*****g shit
         *  if (Main.netMode == NetmodeID.Server)
         *      return;
         *
         *  DBTPlayer modPlayer = player.GetModPlayer<DBTPlayer>();
         *
         *  //check for ki or death lol
         *  if ((modPlayer.Ki <= 0 || player.dead || player.mount.Type != -1 || player.ropeCount != 0) && modPlayer.Flying)
         *  {
         *      modPlayer.Flying = false;
         *      AddKatchinFeetBuff(player);
         *  }
         *
         *  if (modPlayer.Flying)
         *  {
         *      // cancel platform collision
         *      player.DryCollision(true, true);
         *
         *      //prepare vals
         *      player.fullRotationOrigin = new Vector2(11, 22);
         *      Vector2 mRotationDir = Vector2.Zero;
         *
         *      //Input checks
         *      float boostSpeed = (BURST_SPEED) * (modPlayer.Charging ? 1 : 0);
         *
         *      // handle ki drain
         *      float totalFlightUsage = Math.Max(1f, FLIGHT_KI_DRAIN * modPlayer.FlightKiUsageModifier);
         *      float flightCostMult = modPlayer.FlightT3 ? 0.25f : (modPlayer.FlightDampenedFall ? 0.5f : 1f);
         *      totalFlightUsage *= flightCostMult;
         *      modPlayer.ModifyKi(totalFlightUsage * (1f + boostSpeed) * -1);
         *      float flightSpeedMult = (1f + boostSpeed);
         *      flightSpeedMult *= modPlayer.FlightT3 ? 1.25f : (modPlayer.FlightDampenedFall ? 1f : 0.75f);
         *      float flightSpeed = FLIGHT_SPEED * flightSpeedMult;
         *
         *      float totalHorizontalFlightSpeed = flightSpeed + (player.moveSpeed / 3) + modPlayer.FlightSpeedModifier;
         *      float totalVerticalFlightSpeed = flightSpeed + (Player.jumpSpeed / 2) + modPlayer.FlightSpeedModifier;
         *
         *      if (modPlayer.UpHeld)
         *      {
         *          // for some reason flying up is way, way faster than flying down.
         *          player.velocity.Y -= (totalVerticalFlightSpeed / 3.8f);
         *          mRotationDir = Vector2.UnitY;
         *      }
         *      else if (modPlayer.DownHeld)
         *      {
         *          player.maxFallSpeed = 20f;
         *          player.velocity.Y += totalVerticalFlightSpeed / 3.6f;
         *          mRotationDir = -Vector2.UnitY;
         *      }
         *
         *      if (modPlayer.RightHeld)
         *      {
         *          player.velocity.X += totalHorizontalFlightSpeed;
         *          mRotationDir += Vector2.UnitX;
         *      }
         *      else if (modPlayer.LeftHeld)
         *      {
         *          player.velocity.X -= totalHorizontalFlightSpeed;
         *          mRotationDir -= Vector2.UnitX;
         *      }
         *
         *      //calculate velocity
         *      player.velocity.X = MathHelper.Lerp(player.velocity.X, 0, 0.1f);
         *      player.velocity.Y = MathHelper.Lerp(player.velocity.Y, 0, 0.1f);
         *      // keep the player suspended at worst.
         *      player.velocity = player.velocity - (player.gravity * Vector2.UnitY);
         *
         *      // handles keeping legs from moving when the player is in flight/moving fast/channeling.
         *      if (player.velocity.X > 0)
         *      {
         *          player.legFrameCounter = -player.velocity.X;
         *      } else
         *      {
         *          player.legFrameCounter = player.velocity.X;
         *      }
         *
         *      //calculate rotation
         *      float radRot = GetPlayerFlightRotation(mRotationDir, player);
         *
         *      player.fullRotation = MathHelper.Lerp(player.fullRotation, radRot, 0.1f);
         *  }
         *
         *  // altered to only fire once, the moment you exit flight, to avoid overburden of sync packets when moving normally.
         *  if (!modPlayer.Flying)
         *  {
         *      player.fullRotation = MathHelper.Lerp(player.fullRotation, 0, 0.1f);
         *  }
         * }*///Obsolete flight code, remove before final commit

        public static Tuple <int, float> GetFlightFacingDirectionAndPitchDirection(DBTPlayer modPlayer)
        {
            int octantDirection = 0;
            int octantPitch     = 0;

            // since the player is mirrored, there's really only 3 ordinal positions we care about
            // up angle, no angle and down angle
            // we don't go straight up or down cos it looks weird as shit
            switch (modPlayer.MouseWorldOctant)
            {
            case -3:
            case -2:
            case -1:
                octantPitch = -1;
                break;

            case 0:
            case 4:
                octantPitch = 0;
                break;

            case 1:
            case 2:
            case 3:
                octantPitch = 1;
                break;
            }

            // for direction we have to do things a bit different.
            Vector2 mouseVector = modPlayer.GetMouseVectorOrDefault();

            if (mouseVector == Vector2.Zero)
            {
                // we're probably trying to run direction on a player who isn't ours, don't do this. They can control their own dir.
                octantDirection = 0;
            }
            else
            {
                octantDirection = mouseVector.X < 0 ? -1 : 1;
            }

            return(new Tuple <int, float>(octantDirection, octantPitch * 45f));
        }