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Fix the death animation looping while the player is dead, by using a still frame instead (I don't believe the amount of detail for a full animation is needed anyway). Also call the animation Lay instead of Death, so other mods like beds can use it
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@ -24,14 +24,14 @@ function player_get_animations(model)
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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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walk_START = 162,
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walk_END = 181,
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mine_START = 183,
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mine_END = 192,
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walk_mine_START = 194,
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walk_mine_END = 213,
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death_START = 215,
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death_END = 234
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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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end
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@ -46,10 +46,10 @@ 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_WALK = 3
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local ANIM_WALK_MINE = 4
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local ANIM_MINE = 5
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local ANIM_DEATH = 6
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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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-- Called when a player's appearance needs to be updated
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function player_update_visuals(pl)
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@ -102,10 +102,9 @@ function player_step(dtime)
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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_DEATH then
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-- TODO: The death animation currently loops, we must make it play only once then stay at the last frame somehow
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pl:set_animation({x=anim.death_START, y=anim.death_END}, animation_speed_mod, animation_blend)
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player_anim[name] = ANIM_DEATH
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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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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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