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player_api: Prevent knockback when player is set as attached
This is not directly related to player models but fits well as a convenience feature in player_api.
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@ -20,5 +20,8 @@ read_globals = {
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-- Overwrites minetest.handle_node_drops
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files["mods/creative/init.lua"].globals = { "minetest" }
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-- Overwrites minetest.calculate_knockback
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files["mods/player_api/api.lua"].globals = { "minetest" }
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-- Don't report on legacy definitions of globals.
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files["mods/default/legacy.lua"].global = false
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10
game_api.txt
10
game_api.txt
@ -424,7 +424,7 @@ Give Initial Stuff API
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Players API
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-----------
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The player API can register player models and update the player's appearence
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The player API can register player models and update the player's appearance.
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* `player_api.register_model(name, def)`
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* Register a new model to be used by players
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@ -457,6 +457,12 @@ The player API can register player models and update the player's appearence
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* Any of the fields of the returned table may be nil.
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* player: PlayerRef
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* `player_api.player_attached`
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* A table that maps a player name to a boolean.
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* If the value for a given player is set to true, the default player
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animations (walking, digging, ...) will no longer be updated.
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Knockback from damage is also prevented for that player.
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### Model Definition
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{
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@ -467,7 +473,7 @@ The player API can register player models and update the player's appearence
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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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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
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stepheight = 0.6, -- In nodes
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@ -96,6 +96,15 @@ end)
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local player_set_animation = player_api.set_animation
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local player_attached = player_api.player_attached
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-- Prevent knockback for attached players
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local old_calculate_knockback = minetest.calculate_knockback
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function minetest.calculate_knockback(player, ...)
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if player_attached[player:get_player_name()] then
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return 0
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end
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return old_calculate_knockback(player, ...)
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end
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-- Check each player and apply animations
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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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