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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-15 10:35:11 -04:00
Can use air block models, also make noclip sliding configurable.
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@ -43,6 +43,11 @@ namespace ClassicalSharp {
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}
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}),
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Make( 140, 0, "Noclip slide", OnWidgetClick,
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g => g.LocalPlayer.NoclipSlide ? "yes" : "no",
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(g, v) => { g.LocalPlayer.NoclipSlide = v == "yes";
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Options.Set( OptionsKey.NoclipSlide, v == "yes" ); } ),
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MakeBack( false, titleFont,
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(g, w) => g.SetNewScreen( new PauseScreen( g ) ) ),
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null,
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@ -54,6 +59,7 @@ namespace ClassicalSharp {
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new BooleanValidator(),
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new BooleanValidator(),
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new BooleanValidator(),
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};
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okayIndex = buttons.Length - 1;
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}
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@ -11,7 +11,7 @@ namespace ClassicalSharp {
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bool useLiquidGravity = false; // used by BlockDefinitions.
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bool canLiquidJump = true;
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void UpdateVelocityState( float xMoving, float zMoving ) {
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if( noClip && xMoving == 0 && zMoving == 0 )
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if( !NoclipSlide && (noClip && xMoving == 0 && zMoving == 0) )
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Velocity = Vector3.Zero;
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if( flying || noClip ) {
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@ -53,6 +53,9 @@ namespace ClassicalSharp {
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/// <summary> Whether the player is allowed to see all entity name tags. </summary>
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public bool CanSeeAllNames = true;
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/// <summary> Whether the player should slide after letting go of movement buttons in noclip. </summary>
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public bool NoclipSlide = true;
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float jumpVel = 0.42f;
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/// <summary> Returns the height that the client can currently jump up to.<br/>
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/// Note that when speeding is enabled the client is able to jump much further. </summary>
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@ -69,6 +72,7 @@ namespace ClassicalSharp {
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SpeedMultiplier = Options.GetFloat( OptionsKey.Speed, 0.1f, 50, 7 );
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PushbackPlacing = Options.GetBool( OptionsKey.PushbackPlacing, false );
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NoclipSlide = Options.GetBool( OptionsKey.NoclipSlide, true );
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InitRenderingData();
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}
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@ -63,6 +63,7 @@ namespace ClassicalSharp {
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ViewBobbing = Options.GetBool( OptionsKey.ViewBobbing, false );
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ShowBlockInHand = Options.GetBool( OptionsKey.ShowBlockInHand, true );
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InvertMouse = Options.GetBool( OptionsKey.InvertMouse, false );
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SimpleArmsAnim = Options.GetBool( OptionsKey.SimpleArmsAnim, false );
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TerrainAtlas1D = new TerrainAtlas1D( Graphics );
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TerrainAtlas = new TerrainAtlas2D( Graphics, Drawer2D );
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@ -31,8 +31,6 @@ namespace ClassicalSharp.Model {
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byte blockId;
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if( Byte.TryParse( modelName, out blockId ) ) {
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modelName = "block";
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if( blockId == 0 )
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return cache["humanoid"];
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}
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if( !cache.TryGetValue( modelName, out model ) ) {
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@ -34,6 +34,7 @@ namespace ClassicalSharp {
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public const string LiquidsBreakable = "liquidsbreakable";
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public const string PushbackPlacing = "pushbackplacing";
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public const string InvertMouse = "invertmouse";
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public const string NoclipSlide = "noclipslide";
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}
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// TODO: implement this
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