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https://github.com/IntQuant/noita_entangled_worlds.git
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stop notplayer from drowning, stop notplayer from not closing in distance, stop notplayer having inventory screen open in holymountain
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parent
ac13fe4eeb
commit
509f33bd2c
1 changed files with 12 additions and 3 deletions
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@ -44,6 +44,7 @@ local function init_state()
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entity = ctx.my_player.entity,
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control_component = EntityGetFirstComponentIncludingDisabled(ctx.my_player.entity, "ControlsComponent"),
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data_component = EntityGetFirstComponentIncludingDisabled(ctx.my_player.entity, "CharacterDataComponent"),
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gui_component = EntityGetFirstComponentIncludingDisabled(ctx.my_player.entity, "InventoryGuiComponent"),
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attack_wand = wandfinder.find_attack_wand(),
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@ -154,11 +155,17 @@ local function choose_movement()
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end
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end
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local did_hit_1, _, _ = RaytracePlatforms(my_x, my_y, my_x + 3, my_y)
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local did_hit_2, _, _ = RaytracePlatforms(my_x, my_y, my_x - 3, my_y)
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local did_hit_1, _, _ = RaytracePlatforms(my_x, my_y, my_x + 10, my_y)
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local did_hit_2, _, _ = RaytracePlatforms(my_x, my_y, my_x - 10, my_y)
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if (dist > 0 and dist > give_space and did_hit_2) or (dist < 0 and -dist > give_space and did_hit_1) then
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give_space = give_space + 10
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swap_side = false
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elseif give_space > 200 then
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local did_hit_3, _, _ = RaytracePlatforms(my_x, my_y, my_x + 100, my_y)
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local did_hit_4, _, _ = RaytracePlatforms(my_x, my_y, my_x - 100, my_y)
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if (dist > 0 and not did_hit_3) or (dist < 0 and not did_hit_4) then
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swap_side = true
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end
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end
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if (did_hit_1 and my_x > t_x) or (did_hit_2 and my_x < t_x) then
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swap_side = true
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@ -328,6 +335,8 @@ local function update()
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state.init_timer = state.init_timer + 1
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ComponentSetValue2(state.gui_component, "mActive", false)
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local ch_x, ch_y = EntityGetTransform(state.entity)
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local potential_targets = EntityGetInRadiusWithTag(ch_x, ch_y, MAX_RADIUS, "ew_client") or {}
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local arm = EntityGetAllChildren(ctx.my_player.entity, "player_arm_r")[1]
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@ -424,7 +433,7 @@ local function update()
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state.was_d = state.control_d
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ComponentSetValue2(state.control_component, "mButtonDownDown", false)
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ComponentSetValue2(state.control_component, "mButtonDownUp", state.control_w)
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ComponentSetValue2(state.control_component, "mButtonDownUp", true)
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ComponentSetValue2(state.control_component, "mButtonDownFly", state.control_w)
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if state.control_w and not state.was_w then
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ComponentSetValue2(state.control_component, "mButtonFrameUp", GameGetFrameNum()+1)
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