Remove non-working "playeranim" mod.
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Copyright (C) 2013-2014, Diego Martínez All rights reserved.
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Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
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Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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Version 2, December 2004
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Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
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Everyone is permitted to copy and distribute verbatim or modified
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copies of this license document, and changing it is allowed as long
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as the name is changed.
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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0. You just DO WHAT THE FUCK YOU WANT TO.
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# playeranim
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Makes the head, and the right arm when you’re mining, face the way you’re facing, similar to Minecraft. Compatible with 3d_armor. Forked from the animplus mod, which was an ugly hack.
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The head only turns up and down relative to the body, except it turns slightly to the right/left when you strafe right/left. When you turn the body turns with the head.
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Works in multiplayer, I tested it on a local server.
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Created by Rui914, this document was written by sloantothebone.
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default
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3d_armor?
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Adds animations to the players' head and right arm.
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local model = minetest.get_modpath("3d_armor") and "armor" or "normal"
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-- Localize to avoid table lookups
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local vector_new = vector.new
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local math_pi = math.pi
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local math_sin = math.sin
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local table_remove = table.remove
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local get_animation = default.player_get_animation
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-- Animation alias
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local STAND = 1
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local WALK = 2
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local MINE = 3
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local WALK_MINE = 4
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local SIT = 5
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local LAY = 6
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-- Bone alias
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local BODY = "Body"
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local HEAD = "Head"
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local CAPE = "Cape"
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local LARM = "Arm_Left"
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local RARM = "Arm_Right"
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local LLEG = "Leg_Left"
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local RLEG = "Leg_Right"
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local bone_positions = {
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normal = {
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[BODY] = vector_new(0, -3.5, 0),
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[HEAD] = vector_new(0, 6.5, 0),
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[CAPE] = vector_new(0, 6.5, 1.5),
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[LARM] = vector_new(-3.9, 6.5, 0),
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[RARM] = vector_new(3.9, 6.5, 0),
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[LLEG] = vector_new(-1, 0, 0),
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[RLEG] = vector_new(1, 0, 0)
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},
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armor = {
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[BODY] = vector_new(0, -3.5, 0),
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[HEAD] = vector_new(0, 6.75, 0),
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[CAPE] = vector_new(0, 6.75, 1.5),
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[LARM] = vector_new(2, 6.5, 0),
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[RARM] = vector_new(-2, 6.5, 0),
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[LLEG] = vector_new(1, 0, 0),
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[RLEG] = vector_new(-1, 0, 0)
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}
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}
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local bone_rotations = {
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normal = {
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[BODY] = vector_new(0, 0, 0),
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[HEAD] = vector_new(0, 0, 0),
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[CAPE] = vector_new(0, 0, 180),
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[LARM] = vector_new(180, 0, 7.5),
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[RARM] = vector_new(180, 0, -7.5),
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[LLEG] = vector_new(0, 0, 0),
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[RLEG] = vector_new(0, 0, 0)
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},
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armor = {
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[BODY] = vector_new(0, 0, 0),
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[HEAD] = vector_new(0, 0, 0),
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[CAPE] = vector_new(180, 0, 180),
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[LARM] = vector_new(180, 0, 9),
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[RARM] = vector_new(180, 0, -9),
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[LLEG] = vector_new(0, 0, 0),
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[RLEG] = vector_new(0, 0, 0)
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}
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}
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local bone_rotation = bone_rotations[model]
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local bone_position = bone_positions[model]
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local bone_rotation_cache = {}
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local function rotate(player, bone, x, y, z)
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local default_rotation = bone_rotation[bone]
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local rotation = {
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x = (x or 0) + default_rotation.x,
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y = (y or 0) + default_rotation.y,
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z = (z or 0) + default_rotation.z
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}
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local player_cache = bone_rotation_cache[player]
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local rotation_cache = player_cache[bone]
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if not rotation_cache
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or rotation.x ~= rotation_cache.x
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or rotation.y ~= rotation_cache.y
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or rotation.z ~= rotation_cache.z then
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player_cache[bone] = rotation
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player:set_bone_position(bone, bone_position[bone], rotation)
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end
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end
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local step = 0
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local look_pitch = {}
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local animation_speed = {}
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local animations = {
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[STAND] = function(player)
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rotate(player, BODY)
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rotate(player, CAPE)
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rotate(player, LARM)
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rotate(player, RARM)
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rotate(player, LLEG)
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rotate(player, RLEG)
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end,
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[WALK] = function(player)
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local swing = math_sin(step * 4 * animation_speed[player])
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rotate(player, CAPE, swing * 30 + 35)
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rotate(player, LARM, swing * -40)
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rotate(player, RARM, swing * 40)
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rotate(player, LLEG, swing * 40)
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rotate(player, RLEG, swing * -40)
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end,
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[MINE] = function(player)
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local pitch = look_pitch[player]
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local speed = animation_speed[player]
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local swing = math_sin(step * 4 * speed)
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local hand_swing = math_sin(step * 8 * speed)
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rotate(player, CAPE, swing * 5 + 10)
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rotate(player, LARM)
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rotate(player, RARM, hand_swing * 20 + 80 + pitch)
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rotate(player, LLEG)
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rotate(player, RLEG)
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end,
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[WALK_MINE] = function(player)
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local pitch = look_pitch[player]
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local speed = animation_speed[player]
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local swing = math_sin(step * 4 * speed)
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local hand_swing = math_sin(step * 8 * speed)
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rotate(player, CAPE, swing * 30 + 35)
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rotate(player, LARM, swing * -40)
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rotate(player, RARM, hand_swing * 20 + 80 + pitch)
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rotate(player, LLEG, swing * 40)
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rotate(player, RLEG, swing * -40)
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end,
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[SIT] = function(player)
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local body_position = vector_new(bone_position[BODY])
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body_position.y = body_position.y - 6
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player:set_bone_position(BODY, body_position, {x = 0, y = 0, z = 0})
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rotate(player, LARM)
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rotate(player, RARM)
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rotate(player, LLEG, 90)
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rotate(player, RLEG, 90)
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end,
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[LAY] = function(player)
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rotate(player, HEAD)
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rotate(player, CAPE)
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rotate(player, LARM)
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rotate(player, RARM)
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rotate(player, LLEG)
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rotate(player, RLEG)
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local body_position = {x = 0, y = -9, z = 0}
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local body_rotation = {x = 270, y = 0, z = 0}
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player:set_bone_position(BODY, body_position, body_rotation)
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end
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}
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local function update_look_pitch(player)
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local pitch = -player:get_look_vertical() * 180 / math_pi
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if look_pitch[player] ~= pitch then
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look_pitch[player] = pitch
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end
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end
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local function set_animation_speed(player, sneak)
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local speed = sneak and 0.75 or 2
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if animation_speed[player] ~= speed then
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animation_speed[player] = speed
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end
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end
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local previous_animation = {}
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local function set_animation(player, anim)
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if (anim == WALK or anim == MINE or anim == WALK_MINE)
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or (previous_animation[player] ~= anim) then
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previous_animation[player] = anim
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animations[anim](player)
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end
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end
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local previous_yaw = {}
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local function body_moving(player, sneak, no_rotate_body)
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local yaw = player:get_look_horizontal()
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local player_previous_yaw = previous_yaw[player]
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local index = #player_previous_yaw + 1
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player_previous_yaw[index] = yaw
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local next_yaw = yaw
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if index > 7 then
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next_yaw = player_previous_yaw[1]
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table_remove(player_previous_yaw, 1)
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end
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local x, y = 0, 0
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if not no_rotate_body then
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x = sneak and 5 or 0
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y = (yaw - next_yaw) * 180 / math_pi
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end
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rotate(player, BODY, x, y)
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rotate(player, HEAD, look_pitch[player], -y)
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end
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local players = {}
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local player_list = {}
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local player_count = 0
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local function update_players()
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players = {}
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local position = 0
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for player, joined in pairs(player_list) do
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if joined and player:is_player_connected() then
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position = position + 1
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players[position] = player
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end
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end
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player_count = position
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end
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minetest.register_on_joinplayer(function(player)
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bone_rotation_cache[player] = {}
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previous_yaw[player] = {}
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player_list[player] = true
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update_players()
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end)
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minetest.register_on_leaveplayer(function(player)
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bone_rotation_cache[player] = nil
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look_pitch[player] = nil
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animation_speed[player] = nil
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previous_yaw[player] = nil
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previous_animation[player] = nil
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player_list[player] = nil
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update_players()
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end)
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minetest.register_globalstep(function(dtime)
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if player_count == 0 then return end
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step = step + dtime
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if step >= 3600 then
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step = 1
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end
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for i = 1, player_count do
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local player = players[i]
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local animation = get_animation(player).animation
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if animation == "lay" then
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set_animation(player, LAY)
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if #previous_yaw[player] ~= 0 then
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previous_yaw[player] = {}
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end
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else
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local controls = player:get_player_control()
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local sneak = controls.sneak
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update_look_pitch(player)
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if animation == "walk" then
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set_animation_speed(player, sneak)
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set_animation(player, WALK)
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body_moving(player, sneak)
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elseif animation == "mine" then
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set_animation_speed(player, sneak)
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set_animation(player, MINE)
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body_moving(player, sneak)
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elseif animation == "walk_mine" then
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set_animation_speed(player, sneak)
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set_animation(player, WALK_MINE)
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body_moving(player, sneak)
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elseif animation == "sit" then
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set_animation(player, SIT)
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body_moving(player, sneak, true)
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else
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set_animation(player, STAND)
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body_moving(player, sneak)
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end
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end
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end
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end)
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name = playeranim
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