Tweak NoSprint for better swimming behaviour
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					 2 changed files with 7 additions and 4 deletions
				
			
		|  | @ -3,7 +3,10 @@ package codes.som.hibiscus.features.movement | ||||||
| import codes.som.hibiscus.api.event.EventPhase | import codes.som.hibiscus.api.event.EventPhase | ||||||
| import codes.som.hibiscus.api.feature.Feature | import codes.som.hibiscus.api.feature.Feature | ||||||
| import codes.som.hibiscus.api.feature.FeatureCategory | import codes.som.hibiscus.api.feature.FeatureCategory | ||||||
| import codes.som.hibiscus.events.* | import codes.som.hibiscus.events.MovePlayerEvent | ||||||
|  | import codes.som.hibiscus.events.NetworkMovingEvent | ||||||
|  | import codes.som.hibiscus.events.PlayerTickEvent | ||||||
|  | import codes.som.hibiscus.events.SendPacketEvent | ||||||
| import codes.som.hibiscus.mc | import codes.som.hibiscus.mc | ||||||
| import codes.som.hibiscus.mixins.MixinExtUpdatePlayerAbilitiesC2SPacket | import codes.som.hibiscus.mixins.MixinExtUpdatePlayerAbilitiesC2SPacket | ||||||
| import codes.som.hibiscus.player | import codes.som.hibiscus.player | ||||||
|  | @ -51,8 +54,8 @@ class Flight : Feature("Flight", FeatureCategory.MOVEMENT) { | ||||||
|             player.velocity = movement.multiply(0.25, 0.25, 0.25) |             player.velocity = movement.multiply(0.25, 0.25, 0.25) | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         on(cond = { mode != FlightMode.VANILLA }) { _: PlayerInputTickEvent -> |         on(cond = { mode != FlightMode.VANILLA }) { event: NetworkMovingEvent -> | ||||||
|             // player.input.sneaking = false |             event.sneaking = false | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         var lastMoveTime: Long = -1 |         var lastMoveTime: Long = -1 | ||||||
|  |  | ||||||
|  | @ -7,7 +7,7 @@ import codes.som.hibiscus.player | ||||||
| 
 | 
 | ||||||
| class NoSprintingPacket : Feature("No Sprinting Packet", FeatureCategory.PLAYER) { | class NoSprintingPacket : Feature("No Sprinting Packet", FeatureCategory.PLAYER) { | ||||||
|     init { |     init { | ||||||
|         on<NetworkMovingEvent>(cond = { !player.isTouchingWater }) { |         on<NetworkMovingEvent>(cond = { !player.isSubmergedInWater && !player.isSwimming }) { | ||||||
|             it.sprinting = false |             it.sprinting = false | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
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