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README.md
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README.md
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@ -79,20 +79,9 @@ http://minetest.net/
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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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0. You just DO WHAT THE FUCK YOU WANT TO.
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Teleport Request
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-----------------
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This mod is released under WTFPL.
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It adds ability to teleport to other players with their permission by using the /tpr command which requires "interact" privilege and the /tphr command which requires the "interact " privilege.
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playeranim
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-----------
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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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262
playeranim.lua
262
playeranim.lua
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@ -1,262 +0,0 @@
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local model = minetest.get_modpath("3d_armor") and "armor" or "normal"
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-- Localize functions to avoid table lookups (better performance)
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local vector_new = vector.new
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local vector_add = vector.add
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local vector_equals = vector.equals
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local math_sin = math.sin
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local math_deg = math.deg
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local get_animation = default.player_get_animation
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local get_connected_players = minetest.get_connected_players
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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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local SNEAK = 7
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local RESET_BODY = 8
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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_position = {
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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, 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_rotation = {
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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, 0),
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[RARM] = vector_new(180, 0, 0),
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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 function rotate(player, bone, x, y, z)
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local rotation = vector_add(vector_new(x or 0, y or 0, z or 0), bone_rotation[model][bone])
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player:set_bone_position(bone, bone_position[model][bone], rotation)
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end
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local step = 0
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local animation_speed = {}
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local look_pitch = {}
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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 name = player:get_player_name()
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local swing = math_sin(step * 4 * animation_speed[name])
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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 name = player:get_player_name()
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local pitch = look_pitch[name]
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local swing = math_sin(step * 4 * animation_speed[name])
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local hand_swing = math_sin(step * 8 * animation_speed[name])
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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 name = player:get_player_name()
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local pitch = look_pitch[name]
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local swing = math_sin(step * 4 * animation_speed[name])
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local hand_swing = math_sin(step * 8 * animation_speed[name])
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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_pos = vector_new(bone_position[model][BODY])
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body_pos.y = body_pos.y - 6
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player:set_bone_position(BODY, body_pos, vector_new(0, 0, 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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player:set_bone_position(BODY, vector_new(0, -9, 0), vector_new(270, 0, 0))
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rotate(player, HEAD)
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end,
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[SNEAK] = function(player)
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rotate(player, BODY, 5)
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end,
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[RESET_BODY] = function(player)
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rotate(player, BODY)
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end
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}
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local function update_look_pitch(player)
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local name = player:get_player_name()
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local pitch = math_deg(player:get_look_pitch())
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if look_pitch[name] ~= pitch then
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look_pitch[name] = pitch
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end
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end
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local function set_animation_speed(player, bool_sneak)
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local name = player:get_player_name()
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local speed = bool_sneak and 0.75 or 2
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if animation_speed[name] ~= speed then
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animation_speed[name] = speed
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end
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end
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local current_animation = {}
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local function set_animation(player, anim)
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local name = player:get_player_name()
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if anim == LAY or anim == SNEAK or anim == RESET_BODY then
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if current_animation[name][1] ~= anim then
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current_animation[name][1] = anim
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animations[anim](player)
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end
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return
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end
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if anim == WALK or anim == MINE or anim == WALK_MINE then
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current_animation[name][2] = anim
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animations[anim](player)
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return
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end
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if current_animation[name][2] ~= anim then
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current_animation[name][2] = anim
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animations[anim](player)
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end
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end
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local current_head = {}
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local function head_rotate(player, controls)
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local name = player:get_player_name()
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local pitch = look_pitch[name]
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local look = vector_new(pitch, 0, 0)
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if controls.left ~= controls.right then
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look.y = controls.right and 10 or -10
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end
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local old_pitch, old_look = current_head[name][1], current_head[name][2]
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if old_pitch ~= pitch or (not old_look or not vector_equals(old_look, look)) then
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current_head[name] = {pitch, look}
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rotate(player, HEAD, look.x, look.y, look.z)
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end
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end
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local function set_sneak_animation(player, bool_sneak)
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set_animation(player, bool_sneak and SNEAK or RESET_BODY)
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end
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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current_head[name] = {}
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current_animation[name] = {}
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end)
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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animation_speed[name] = nil
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look_pitch[name] = nil
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current_head[name] = nil
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current_animation[name] = nil
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end)
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minetest.register_globalstep(function(dtime)
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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 _, player in ipairs(get_connected_players()) do
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local animation = get_animation(player).animation
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if animation == "lay" then -- No head rotate
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set_animation(player, STAND) -- Reset
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set_animation(player, LAY)
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else
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local controls = player:get_player_control()
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local bool_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, bool_sneak)
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set_animation(player, WALK)
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set_sneak_animation(player, bool_sneak)
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elseif animation == "mine" then
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set_animation_speed(player, bool_sneak)
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set_animation(player, MINE)
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set_sneak_animation(player, bool_sneak)
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elseif animation == "walk_mine" then
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set_animation_speed(player, bool_sneak)
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set_animation(player, WALK_MINE)
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set_sneak_animation(player, bool_sneak)
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elseif animation == "sit" then
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set_animation(player, SIT)
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else
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set_animation(player, STAND)
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set_sneak_animation(player, bool_sneak)
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end
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head_rotate(player, controls)
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end
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end
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end)
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