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Add a prevention in case players get stuck with the damage animation
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@ -230,6 +230,9 @@ minetest.register_globalstep(function(dtime)
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player_set_animation(player, "die")
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elseif player:get_meta():get_int("mcl_damage:damage_animation") > 0 then
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player_set_animation(player, "walk", animation_speed_mod)
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minetest.after(0.5, function()
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player:get_meta():set_int("mcl_damage:damage_animation", 0)
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end)
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elseif mcl_playerplus.elytra[player] and mcl_playerplus.elytra[player].active then
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player_set_animation(player, "stand")
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elseif walking and velocity.x > 0.35
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