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comment and fix
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10
join.lua
10
join.lua
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@ -46,9 +46,9 @@ end
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-- Code formspec on join for fediauth enabled players
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-- Code formspec on join for fediauth enabled players
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minetest.register_on_joinplayer(function(player)
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minetest.register_on_joinplayer(function(player)
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local playername = player:get_player_name()
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local playername = player:get_player_name()
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playerpos_stor[playername] = player:getpos()
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playerpos_stor[playername] = player:get_pos()
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armor_stor[playername] = player:get_armor_groups()
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armor_stor[playername] = player:get_armor_groups()
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if minetest.settings.get_bool("fediauth.make_immortal_player", true) then
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if minetest.settings:get_bool("fediauth.make_immortal_player", true) then
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player:set_armor_groups({immortal = 1})
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player:set_armor_groups({immortal = 1})
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end
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end
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@ -210,6 +210,12 @@ if minetest.settings:get_bool("fediauth.position_lock", true) then
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if fediauth_sessions[playername] ~= nil then
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if fediauth_sessions[playername] ~= nil then
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if playerpos ~= playerpos_stor[playername] then -- position lock, stupid, but works as possible
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if playerpos ~= playerpos_stor[playername] then -- position lock, stupid, but works as possible
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-- maybe compatible with others mods who override physics
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-- maybe compatible with others mods who override physics
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-- player can't move too far (around 1-2 blocks, default walk speed)
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-- Why not just kick when move? Because:
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-- - if you joined and fall from sky without fly privege
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-- - if your position on slope and etc...
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-- Why not just use physics override? Because
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-- - It not work with mod like flyspeed
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player:add_velocity({x = (playerpos_stor[playername].x - playerpos.x) * 2,
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player:add_velocity({x = (playerpos_stor[playername].x - playerpos.x) * 2,
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y = (playerpos_stor[playername].y - playerpos.y) * 2,
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y = (playerpos_stor[playername].y - playerpos.y) * 2,
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z = (playerpos_stor[playername].z - playerpos.z) * 2})
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z = (playerpos_stor[playername].z - playerpos.z) * 2})
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