local function top_face(pointed_thing) if not pointed_thing then return end return pointed_thing.above.y > pointed_thing.under.y end function xdecor.sit(pos, node, clicker, pointed_thing) if not top_face(pointed_thing) then return end local player_name = clicker:get_player_name() local objs = minetest.get_objects_inside_radius(pos, 0.1) local vel = clicker:get_player_velocity() local ctrl = clicker:get_player_control() for _, obj in pairs(objs) do if obj:is_player() and obj:get_player_name() ~= player_name then return end end if default.player_attached[player_name] then pos.y = pos.y - 0.5 clicker:setpos(pos) clicker:set_eye_offset(vector.new(), vector.new()) clicker:set_physics_override({speed = 1, jump = 1, gravity = 1}) default.player_attached[player_name] = false default.player_set_animation(clicker, "stand", 30) elseif not default.player_attached[player_name] and node.param2 <= 3 and not ctrl.sneak and vector.equals(vel, vector.new()) then clicker:set_eye_offset({x = 0, y = -7, z = 2}, vector.new()) clicker:set_physics_override({speed = 0, jump = 0, gravity = 1}) clicker:setpos(pos) default.player_attached[player_name] = true default.player_set_animation(clicker, "sit", 30) if node.param2 == 0 then clicker:set_look_yaw(3.15) elseif node.param2 == 1 then clicker:set_look_yaw(7.9) elseif node.param2 == 2 then clicker:set_look_yaw(6.28) elseif node.param2 == 3 then clicker:set_look_yaw(4.75) end end end function xdecor.sit_dig(pos, digger) for _, player in pairs(minetest.get_objects_inside_radius(pos, 0.1)) do if player:is_player() and default.player_attached[player:get_player_name()] then return false end end return true end