Remove unneeded 'visual' variable
parent
3ae9c9e963
commit
30e8cf4a12
13
init.lua
13
init.lua
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@ -51,7 +51,6 @@ local ANIM_MINE = 6
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function player_update_visuals(self)
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function player_update_visuals(self)
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--local name = get_player_name()
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--local name = get_player_name()
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local visual = default_model
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player_anim = 0 -- Animation will be set further below immediately
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player_anim = 0 -- Animation will be set further below immediately
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--player_sneak[name] = false
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--player_sneak[name] = false
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prop = {
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prop = {
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@ -83,7 +82,7 @@ NPC_ENTITY = {
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NPC_ENTITY.on_activate = function(self)
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NPC_ENTITY.on_activate = function(self)
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player_update_visuals(self)
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player_update_visuals(self)
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self.anim = player_get_animations(visual)
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self.anim = player_get_animations(default_model)
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_STAND
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self.player_anim = ANIM_STAND
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self.object:setacceleration({x=0,y=-10,z=0})
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self.object:setacceleration({x=0,y=-10,z=0})
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@ -168,7 +167,7 @@ NPC_ENTITY.on_step = function(self, dtime)
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end
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end
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self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
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self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
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if self.player_anim ~= ANIM_STAND then
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if self.player_anim ~= ANIM_STAND then
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self.anim = player_get_animations(visual)
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self.anim = player_get_animations(default_model)
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_STAND
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self.player_anim = ANIM_STAND
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end
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end
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@ -187,7 +186,7 @@ NPC_ENTITY.on_step = function(self, dtime)
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--self.object:setacceleration(self.direction)
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--self.object:setacceleration(self.direction)
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end
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end
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if self.player_anim ~= ANIM_WALK then
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if self.player_anim ~= ANIM_WALK then
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self.anim = player_get_animations(visual)
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self.anim = player_get_animations(default_model)
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_WALK
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self.player_anim = ANIM_WALK
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end
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end
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@ -242,7 +241,7 @@ NPC_ENTITY.on_step = function(self, dtime)
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if object:is_player() then
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if object:is_player() then
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if object:get_player_name() == self.attacker then
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if object:get_player_name() == self.attacker then
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if self.player_anim ~= ANIM_WALK then
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if self.player_anim ~= ANIM_WALK then
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self.anim = player_get_animations(visual)
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self.anim = player_get_animations(default_model)
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_WALK
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self.player_anim = ANIM_WALK
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end
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end
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@ -294,7 +293,7 @@ NPC_ENTITY.on_step = function(self, dtime)
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--WANDERING CONSTANTLY AT NIGHT
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--WANDERING CONSTANTLY AT NIGHT
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if self.state == 4 then
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if self.state == 4 then
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if self.player_anim ~= ANIM_WALK then
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if self.player_anim ~= ANIM_WALK then
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self.anim = player_get_animations(visual)
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self.anim = player_get_animations(default_model)
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_WALK
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self.player_anim = ANIM_WALK
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end
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end
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@ -370,7 +369,7 @@ NPC_ENTITY.on_step = function(self, dtime)
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self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
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self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
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end
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end
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if self.player_anim ~= ANIM_WALK then
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if self.player_anim ~= ANIM_WALK then
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self.anim = player_get_animations(visual)
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self.anim = player_get_animations(default_model)
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_WALK
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self.player_anim = ANIM_WALK
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end
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end
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