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Updated texture from Jordach, and fix the licensing confusion
I forgot frame range definitions need to be per-model, since each model could have its own animations. Specify current ones as being player.x's Add death animation, and correct many mesh issues I didn't notice last time
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@ -86,5 +86,5 @@ Calinou's improved default textures (CC BY-SA):
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MirceaKitsune (WTFPL):
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MirceaKitsune (WTFPL):
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character.x
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character.x
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Jordach (CC BY-SA 3.0 given specific permission):
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Jordach (CC BY-SA 3.0):
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character.png
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character.png
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Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
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@ -10,18 +10,21 @@ animation_speed = 30
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animation_blend = 0
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animation_blend = 0
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-- Animations frame ranges:
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-- Animations frame ranges:
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animation_stand_START = 0
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-- For player.x:
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animation_stand_END = 79
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animation_player_stand_START = 0
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animation_walk_forward_START = 81
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animation_player_stand_END = 79
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animation_walk_forward_END = 100
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animation_player_walk_forward_START = 81
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animation_walk_backward_START = 102
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animation_player_walk_forward_END = 100
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animation_walk_backward_END = 121
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animation_player_walk_backward_START = 102
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animation_walk_right_START = 123
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animation_player_walk_backward_END = 121
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animation_walk_right_END = 142
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animation_player_walk_right_START = 123
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animation_walk_left_START = 144
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animation_player_walk_right_END = 142
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animation_walk_left_END = 163
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animation_player_walk_left_START = 144
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animation_mine_START = 165
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animation_player_walk_left_END = 163
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animation_mine_END = 179
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animation_player_mine_START = 165
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animation_player_mine_END = 179
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animation_player_death_START = 181
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animation_player_death_END = 200
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-- Set mesh for all players
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-- Set mesh for all players
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function switch_player_visual()
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function switch_player_visual()
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@ -34,7 +37,7 @@ function switch_player_visual()
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for _, obj in pairs(minetest.get_connected_players()) do
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for _, obj in pairs(minetest.get_connected_players()) do
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obj:set_properties(prop)
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obj:set_properties(prop)
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obj:set_animation({x=animation_stand_START, y=animation_stand_END}, animation_speed, animation_blend)
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obj:set_animation({x=animation_player_death_START, y=animation_player_death_END}, animation_speed, animation_blend)
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end
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end
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minetest.after(10.0, switch_player_visual)
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minetest.after(10.0, switch_player_visual)
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