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Animations for swiming
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282af37555
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@ -94,7 +94,7 @@ armor.def = {
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}
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armor.update_player_visuals = function(self, player)
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local player_holding = player:get_wielded_item():get_name()
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if string.find(player_holding,"mcl_tools:") or player_holding == "mcl_mobitems:bone" or player_holding == "mcl_fishing:fishing_rod" then
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player:set_bone_position("Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
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@ -359,6 +359,10 @@ mcl_player.player_register_model("mcl_armor_character.b3d", {
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sneak_mine = {x=346, y=366},
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sneak_walk = {x=304, y=323},
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sneak_walk_mine = {x=325, y=344},
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swim_walk = {x=368, y=387},
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swim_walk_mine = {x=389, y=408},
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swim_stand = {x=434, y=434},
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swim_mine = {x=411, y=430},
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},
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})
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@ -514,12 +518,12 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
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if name and hp_change < 0 then
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local damage_type = armor.last_damage_types[name]
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armor.last_damage_types[name] = nil
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-- Armor doesn't protect from set_hp (commands like /kill),
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if reason.type == "set_hp" then
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return hp_change
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end
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local regular_reduction = reason.type ~= "drown" and reason.type ~= "fall"
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-- Account for potion effects (armor doesn't save the target)
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@ -530,7 +534,7 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
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local heal_max = 0
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local items = 0
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local armor_damage = math.max(1, math.floor(math.abs(hp_change)/4))
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local total_points = 0
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local total_toughness = 0
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local epf = 0
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@ -544,7 +548,7 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
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local tough = stack:get_definition().groups["mcl_armor_toughness"] or 0
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total_points = total_points + pts
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total_toughness = total_toughness + tough
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local protection_level = enchantments.protection or 0
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if protection_level > 0 then
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epf = epf + protection_level * 1
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@ -566,7 +570,7 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
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if feather_falling_level and reason.type == "fall" then
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epf = epf + feather_falling_level * 3
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end
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local did_thorns_damage = false
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local thorns_level = enchantments.thorns or 0
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if thorns_level then
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@ -580,7 +584,7 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
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did_thorns_damage = true
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end
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end
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-- Damage armor
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local use = stack:get_definition().groups["mcl_armor_uses"] or 0
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if use > 0 and regular_reduction then
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@ -606,14 +610,14 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
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end
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end
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local damage = math.abs(hp_change)
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if regular_reduction then
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-- Damage calculation formula (from <https://minecraft.gamepedia.com/Armor#Damage_protection>)
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damage = damage * (1 - math.min(20, math.max((total_points/5), total_points - damage / (2+(total_toughness/4)))) / 25)
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end
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damage = damage * (1 - (math.min(20, epf) / 25))
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damage = math.floor(damage+0.5)
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damage = math.floor(damage+0.5)
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if reason.type == "punch" and thorns_damage > 0 then
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local obj = reason.object
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if obj then
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@ -630,7 +634,7 @@ minetest.register_on_player_hpchange(function(player, hp_change, reason)
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})
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end
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end
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hp_change = -math.abs(damage)
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armor.def[name].count = items
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@ -31,6 +31,10 @@ mcl_player.player_register_model("character.b3d", {
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sneak_mine = {x=346, y=366},
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sneak_walk = {x=304, y=323},
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sneak_walk_mine = {x=325, y=344},
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swim_walk = {x=368, y=388},
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swim_walk_mine = {x=389, y=409},
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swim_stand = {x=434, y=434},
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swim_mine = {x=411, y=430},
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},
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})
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@ -147,6 +151,8 @@ minetest.register_globalstep(function(dtime)
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animation_speed_mod = animation_speed_mod / 2
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end
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local standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0
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-- Apply animations based on what the player is doing
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if player:get_hp() == 0 then
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player_set_animation(player, "lay")
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@ -155,20 +161,28 @@ minetest.register_globalstep(function(dtime)
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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end
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if controls.LMB and not controls.sneak then
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if controls.LMB and not controls.sneak and standing_on_water then
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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elseif not controls.sneak and standing_on_water then
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player_set_animation(player, "swim_walk", animation_speed_mod)
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elseif controls.LMB and not controls.sneak and not standing_on_water then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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elseif controls.LMB and controls.sneak then
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elseif controls.LMB and controls.sneak and not standing_on_water then
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player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
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elseif not controls.sneak then
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elseif not controls.sneak and not standing_on_water then
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player_set_animation(player, "walk", animation_speed_mod)
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else
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player_set_animation(player, "sneak_walk", animation_speed_mod)
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end
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elseif controls.LMB and not controls.sneak then
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elseif controls.LMB and not controls.sneak and standing_on_water then
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player_set_animation(player, "swim_mine")
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elseif controls.LMB and not controls.sneak and not standing_on_water then
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player_set_animation(player, "mine")
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elseif controls.LMB and controls.sneak then
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player_set_animation(player, "sneak_mine")
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elseif not controls.sneak then
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elseif not controls.sneak and standing_on_water then
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player_set_animation(player, "swim_stand", animation_speed_mod)
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elseif not controls.sneak and not standing_on_water then
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player_set_animation(player, "stand", animation_speed_mod)
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else
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player_set_animation(player, "sneak_stand", animation_speed_mod)
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@ -39,6 +39,13 @@ minetest.register_globalstep(function(dtime)
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if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.35,0.35} then
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.35,0.35}, eye_height = 1.35, nametag_color = { r = 255, b = 225, a = 0, g = 225 }})
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end
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elseif minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 then
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-- controls head pitch when swiming
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
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-- sets collisionbox, eye height, and nametag color accordingly
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if player:get_properties().collisionbox ~= {-0.35,0.2,-0.35,0.35,1.8,0.35} then
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player:set_properties({collisionbox = {-0.35,0.2,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 255, b = 225, a = 225, g = 225 }})
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end
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else
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-- controls head pitch when not sneaking
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
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