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Rewrite player.lua
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@ -1,132 +1,190 @@
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-- Minetest 0.4 mod: player
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-- See README.txt for licensing and other information.
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--
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-- Start of configuration area:
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--
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--[[
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-- Player animation speed
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animation_speed = 30
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API
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---
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default.player_register_model(name, def)
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^ Register a new model to be used by players.
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^ <name> is the model filename such as "character.x", "foo.b3d", etc.
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^ See Model Definition below for format of <def>.
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default.registered_player_models[name]
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^ See Model Definition below for format.
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default.player_set_model(player, model_name)
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^ <player> is a PlayerRef.
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^ <model_name> is a model registered with player_register_model.
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default.player_set_animation(player, anim_name [, speed])
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^ <player> is a PlayerRef.
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^ <anim_name> is the name of the animation.
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^ <speed> is in frames per second. If nil, default from the model is used
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default.player_set_textures(player, textures)
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^ <player> is a PlayerRef.
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^ <textures> is an array of textures
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^ If <textures> is nil, the default textures from the model def are used
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default.player_get_animation(player)
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^ <player> is a PlayerRef.
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^ Returns a table containing fields "model", "textures" and "animation".
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^ Any of the fields of the returned table may be nil.
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Model Definition
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----------------
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model_def = {
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animation_speed = 30, -- Default animation speed, in FPS.
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textures = {"character.png", }, -- Default array of textures.
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visual_size = {x=1, y=1,}, -- Used to scale the model.
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animations = {
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-- <anim_name> = { x=<start_frame>, y=<end_frame>, },
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foo = { x= 0, y=19, },
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bar = { x=20, y=39, },
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-- ...
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},
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}
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]]
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-- Player animation blending
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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animation_blend = 0
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local animation_blend = 0
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-- Default player appearance
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default_model = "character.x"
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default_textures = {"character.png", }
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default.registered_player_models = { }
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-- Frame ranges for each player model
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function player_get_animations(model)
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if model == "character.x" then
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return {
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stand_START = 0,
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stand_END = 79,
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sit_START = 81,
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sit_END = 160,
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lay_START = 162,
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lay_END = 166,
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walk_START = 168,
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walk_END = 187,
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mine_START = 189,
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mine_END = 198,
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walk_mine_START = 200,
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walk_mine_END = 219
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}
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end
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-- Local for speed.
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local models = default.registered_player_models
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function default.player_register_model(name, def)
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models[name] = def
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end
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--
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-- End of configuration area.
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--
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-- Default player appearance
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default.player_register_model("character.x", {
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animation_speed = 30,
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textures = {"character.png", },
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animations = {
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-- Standard animations.
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stand = { x= 0, y= 79, },
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lay = { x=162, y=166, },
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walk = { x=168, y=187, },
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mine = { x=189, y=198, },
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walk_mine = { x=200, y=219, },
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-- Extra animations (not currently used by the game).
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sit = { x= 81, y=160, },
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},
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})
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-- Player stats and animations
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local player_model = {}
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local player_textures = {}
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local player_anim = {}
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local player_sneak = {}
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local ANIM_STAND = 1
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local ANIM_SIT = 2
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local ANIM_LAY = 3
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local ANIM_WALK = 4
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local ANIM_WALK_MINE = 5
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local ANIM_MINE = 6
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function default.player_get_animation(player)
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local name = player:get_player_name()
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return {
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model = player_model[name],
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textures = player_textures[name],
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animation = player_anim[name],
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}
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end
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-- Called when a player's appearance needs to be updated
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function player_update_visuals(pl)
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local name = pl:get_player_name()
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function default.player_set_model(player, model_name)
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local name = player:get_player_name()
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local model = models[model_name]
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if model then
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if player_model[name] == model_name then
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return
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end
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player:set_properties({
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mesh = model_name,
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textures = player_textures[name] or model.textures,
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visual = "mesh",
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visual_size = model.visual_size or {x=1, y=1},
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})
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default.player_set_animation(player, "stand")
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else
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player:set_properties({
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textures = { "player.png", "player_back.png", },
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visual = "upright_sprite",
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})
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end
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player_model[name] = model_name
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end
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player_model[name] = default_model
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player_anim[name] = 0 -- Animation will be set further below immediately
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player_sneak[name] = false
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prop = {
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mesh = default_model,
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textures = default_textures,
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visual = "mesh",
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visual_size = {x=1, y=1},
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}
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pl:set_properties(prop)
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function default.player_set_textures(player, textures)
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local name = player:get_player_name()
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player_textures[name] = textures
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player:set_properties({textures = textures,})
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end
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function default.player_set_animation(player, anim_name, speed)
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local name = player:get_player_name()
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if player_anim[name] == anim_name then
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return
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end
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local model = player_model[name] and models[player_model[name]]
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if not (model and model.animations[anim_name]) then
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return
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end
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local anim = model.animations[anim_name]
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player_anim[name] = anim_name
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player:set_animation(anim, speed or model.animation_speed, animation_blend)
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end
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-- Update appearance when the player joins
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minetest.register_on_joinplayer(player_update_visuals)
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minetest.register_on_joinplayer(function(player)
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default.player_set_model(player, "character.x")
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end)
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-- Localize for better performance.
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local player_set_animation = default.player_set_animation
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-- Check each player and apply animations
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function player_step(dtime)
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for _, pl in pairs(minetest.get_connected_players()) do
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local name = pl:get_player_name()
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local anim = player_get_animations(player_model[name])
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local controls = pl:get_player_control()
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local walking = false
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local animation_speed_mod = animation_speed
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minetest.register_globalstep(function(dtime)
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for _, player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local model_name = player_model[name]
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local model = model_name and models[model_name]
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if model then
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local controls = player:get_player_control()
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local walking = false
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local animation_speed_mod = model.animation_speed or 30
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-- Determine if the player is walking
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if controls.up or controls.down or controls.left or controls.right then
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walking = true
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end
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-- Determine if the player is walking
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if controls.up or controls.down or controls.left or controls.right then
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walking = true
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end
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-- Determine if the player is sneaking, and reduce animation speed if so
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if controls.sneak and pl:get_hp() ~= 0 and (walking or controls.LMB) then
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animation_speed_mod = animation_speed_mod / 2
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-- Refresh player animation below if sneak state changed
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if not player_sneak[name] then
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player_anim[name] = 0
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player_sneak[name] = true
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-- Determine if the player is sneaking, and reduce animation speed if so
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if controls.sneak then
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animation_speed_mod = animation_speed_mod / 2
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end
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else
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-- Refresh player animation below if sneak state changed
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if player_sneak[name] then
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player_anim[name] = 0
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player_sneak[name] = false
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end
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end
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-- Apply animations based on what the player is doing
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if pl:get_hp() == 0 then
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if player_anim[name] ~= ANIM_LAY then
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pl:set_animation({x=anim.lay_START, y=anim.lay_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_LAY
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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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elseif walking then
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if player_sneak[name] ~= controls.sneak then
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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 then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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else
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player_set_animation(player, "walk", animation_speed_mod)
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end
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elseif controls.LMB then
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player_set_animation(player, "mine")
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else
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player_set_animation(player, "stand", animation_speed_mod)
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end
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elseif walking and controls.LMB then
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if player_anim[name] ~= ANIM_WALK_MINE then
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pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_WALK_MINE
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end
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elseif walking then
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if player_anim[name] ~= ANIM_WALK then
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pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_WALK
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end
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elseif controls.LMB then
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if player_anim[name] ~= ANIM_MINE then
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pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_MINE
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end
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elseif player_anim[name] ~= ANIM_STAND then
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pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_STAND
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end
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end
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end
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minetest.register_globalstep(player_step)
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-- END
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end)
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