Jump to content

[1.10.2] [SOLVED] Increase/Decrease walkspeed without FOV change


Recommended Posts

Posted

Hi.

 

I have an old problem I can never find a good fix for. I simply want to change the player's speed by a given float modifier.

The field of view is however linked to the SharedMonsterAttribute.MOVEMENT_SPEED. Changing this attributes generates horrible zooms, and editing the FOVUpdateEvent is buggy because I don't want to cancel all FOV changes, I just want my speed variations to not trigger it.

At the moment, it looks like this :

	/**
 * Edit the speed of an entity.
 * 
 * @param entity
 * @param speedModifierUUID
 *            Unique UUID for modification
 * @param name
 *            Unique name for easier debugging
 * @param modifier
 *            The speed will be multiplied by this number
 */
public static void changeSpeed(EntityLivingBase entity,
		UUID speedModifierUUID, String name, double modifier) {
	AttributeModifier speedModifier = (new AttributeModifier(
			speedModifierUUID, name, modifier - 1, 2));
	IAttributeInstance attributeinstance = entity
			.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED);

	if (attributeinstance.getModifier(speedModifierUUID) != null) {
		attributeinstance.removeModifier(speedModifier);
	}
	attributeinstance.applyModifier(speedModifier);
}

Note my method takes a simple EntityLivingBase because I could, but all I need is something for EntityPlayer.

I tried to apply a negative player.moveEntityWithHeading, it did not work (stuck effect). Any idea ?

Posted

fovSetting does not vary with sprint & other effects. That would make everything look constant. I want only my changes to not be affected by FoV change.

Posted

Found this in AbstractClientPlayer

 

    public float getFovModifier()
    {
        float f = 1.0F;

        if (this.capabilities.isFlying)
        {
            f *= 1.1F;
        }

        IAttributeInstance iattributeinstance = this.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED);
        f = (float)((double)f * ((iattributeinstance.getAttributeValue() / (double)this.capabilities.getWalkSpeed() + 1.0D) / 2.0D));

        if (this.capabilities.getWalkSpeed() == 0.0F || Float.isNaN(f) || Float.isInfinite(f))
        {
            f = 1.0F;
        }

        if (this.isHandActive() && this.getActiveItemStack() != null && this.getActiveItemStack().getItem() == Items.BOW)
        {
            int i = this.getItemInUseMaxCount();
            float f1 = (float)i / 20.0F;

            if (f1 > 1.0F)
            {
                f1 = 1.0F;
            }
            else
            {
                f1 = f1 * f1;
            }

            f *= 1.0F - f1 * 0.15F;
        }

        return net.minecraftforge.client.ForgeHooksClient.getOffsetFOV(this, f);
    }

 

You could reverse engineer this and remove the speed modifier in the FOVUpdateEvent.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Done. Works well, thank you, I just divided the attribute value by the modifier (that I multiplied before) to get the old attribute value the fov was previously computed with.

Posted

Both.

At the moment I call changeSpeed(), which does attribute*modifier , the new FOV is calculated by AbstractClientPlayer and then a FOVUpdateEvent is triggered.

I disregard the new FOV and instead I recalculate it with the value it had before my changes, attribute/modifier.

 

	/**
 * Edit the speed of an entity.
 * 
 * @param entity
 * @param speedModifierUUID
 *            Unique UUID for modification
 * @param name
 *            Unique name for easier debugging
 * @param modifier
 *            The speed will be multiplied by this number
 */
public static void changeSpeed(EntityLivingBase entity,
		UUID speedModifierUUID, String name, double modifier) {
	AttributeModifier speedModifier = (new AttributeModifier(
			speedModifierUUID, name, modifier - 1, 2));
	IAttributeInstance attributeinstance = entity
			.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED);

	if (attributeinstance.getModifier(speedModifierUUID) != null) {
		attributeinstance.removeModifier(speedModifier);
	}
	attributeinstance.applyModifier(speedModifier);
}

/**
 * Cancel the FOV decrease caused by the decreasing speed due to player penalties.
 * Original FOV value given by the event is never used, we start from scratch 1.0F value.
 * Edited from AbstractClientPlayer.getFovModifier()
 * @param event
 */
@SubscribeEvent
public void onFOVUpdate(FOVUpdateEvent event) {
	EntityPlayer player = event.getEntity();
	float modifier = PenaltyManager.getHealthAndExhaustionModifier(player);

        float f = 1.0F;

        if (player.capabilities.isFlying)
        {
            f *= 1.1F;
        }

        IAttributeInstance iattributeinstance = player.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED);
        double oldAttributeValue = iattributeinstance.getAttributeValue() / modifier;
        f = (float)((double)f * ((oldAttributeValue / (double)player.capabilities.getWalkSpeed() + 1.0D) / 2.0D));

        if (player.capabilities.getWalkSpeed() == 0.0F || Float.isNaN(f) || Float.isInfinite(f))
        {
            f = 1.0F;
        }

        if (player.isHandActive() && player.getActiveItemStack() != null && player.getActiveItemStack().getItem() == Items.BOW)
        {
            int i = player.getItemInUseMaxCount();
            float f1 = (float)i / 20.0F;

            if (f1 > 1.0F)
            {
                f1 = 1.0F;
            }
            else
            {
                f1 = f1 * f1;
            }

            f *= 1.0F - f1 * 0.15F;
        }

	event.setNewfov(f);
}

 

There is still a small zoom in&zoom out effect for a brief time each time there's a change, but I guess it's the best we can achieve without coremod.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.