-- Minetest 0.4 mod: player -- See README.txt for licensing and other information. player_api = {} -- Player animation blending -- Note: This is currently broken due to a bug in Irrlicht, leave at 0 local animation_blend = 0 player_api.registered_models = { } -- Local for speed. local models = player_api.registered_models function player_api.register_model(name, def) models[name] = def end -- Player stats and animations local player_model = {} local player_textures = {} local wielded_item = {} local player_anim = {} local player_sneak = {} player_api.player_attached = {} --modify the player's wielded item function player_api.set_wielded_item(player) local name = player:get_player_name() --local model = models[model_name] if not wielded_item[name] or not wielded_item[name]:get_luaentity() then wielded_item[name] = nil --we give the player an item to hold local itemstring = player:get_wielded_item():get_name() local wield_item = minetest.add_entity(player:get_pos(),"player_api:item") if wield_item then wield_item:get_luaentity():set_item(itemstring) wield_item:get_luaentity().wielder = player:get_player_name() wield_item:set_attach(player, "Right_Hand", vector.new(0,0,0), vector.new(0,0,0)) wielded_item[name] = wield_item end return end local itemstring = wielded_item[name]:get_luaentity().itemstring local player_wield_item = player:get_wielded_item():get_name() if itemstring ~= player_wield_item then wielded_item[name]:get_luaentity().itemstring = player_wield_item local obj = wielded_item[name]:get_luaentity():set_item(obj, player_wield_item) end end function player_api.get_animation(player) local name = player:get_player_name() return { model = player_model[name], textures = player_textures[name], animation = player_anim[name], } end -- Called when a player's appearance needs to be updated function player_api.set_model(player, model_name) local name = player:get_player_name() local model = models[model_name] if player_model[name] == model_name then return end player:set_properties({ mesh = model_name, textures = player_textures[name] or model.textures, visual = "mesh", visual_size = model.visual_size or {x = 1, y = 1}, collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, stepheight = model.stepheight or 0.6, eye_height = model.eye_height or 1.47, }) player_api.set_animation(player, "stand") player_model[name] = model_name end function player_api.set_textures(player, textures) local name = player:get_player_name() local model = models[player_model[name]] local model_textures = model and model.textures or nil player_textures[name] = textures or model_textures player:set_properties({textures = textures or model_textures,}) end function player_api.set_animation(player, anim_name, speed) local name = player:get_player_name() if player_anim[name] == anim_name then return end local model = player_model[name] and models[player_model[name]] if not (model and model.animations[anim_name]) then return end local anim = model.animations[anim_name] --calculate local animation --update player's frame speed local local_player_animation = player:get_local_animation() local idle_animation = {x = 0, y = 79} local walk_animation = {x = 168, y = 187} local dig_animation = {x = 189, y = 198} local walk_and_dig = {x = 200, y = 219} local sneak_speed = nil local opacity = 255 if anim_name == "sneak" or anim_name == "sneak_mine_stand" or anim_name == "sneak_walk" or anim_name == "sneak_mine_walk" then idle_animation = model.animations.sneak walk_animation = model.animations.sneak_walk dig_animation = model.animations.sneak_mine_stand walk_and_dig = model.animations.sneak_mine_walk sneak_speed = 16 opacity = 0 end --update the external animation speed that other players see local sneaker_speed = speed if sneak_speed then sneaker_speed = sneak_speed end player:set_local_animation( idle_animation,--idle walk_animation,--walk dig_animation,--dig walk_and_dig,--walk and dig speed ) player:set_nametag_attributes( {color = { r = 255, b = 255, a = opacity, g = 255 } }) player_api.set_model(player, "character.b3d") player_anim[name] = anim_name player:set_animation(anim, sneaker_speed, animation_blend) end minetest.register_on_leaveplayer(function(player) local name = player:get_player_name() player_model[name] = nil player_anim[name] = nil player_textures[name] = nil end) -- Localize for better performance. local player_set_animation = player_api.set_animation local player_attached = player_api.player_attached -- Prevent knockback for attached players local old_calculate_knockback = minetest.calculate_knockback function minetest.calculate_knockback(player, ...) if player_attached[player:get_player_name()] then return 0 end return old_calculate_knockback(player, ...) end -- Check each player and apply animations minetest.register_globalstep(function() for _, player in pairs(minetest.get_connected_players()) do --update the player wielded item model player_api.set_wielded_item(player) local name = player:get_player_name() local model_name = player_model[name] local model = model_name and models[model_name] if model and not player_attached[name] then local controls = player:get_player_control() local animation_speed_mod = model.animation_speed or 30 -- Determine if the player is sneaking, and reduce animation speed if so --if controls.sneak then -- animation_speed_mod = 0 --end local meta = player:get_meta() local movement_state = meta:get_string("player.player_movement_state") -- Apply animations based on what the player is doing if player:get_hp() == 0 then player_set_animation(player, "lay") elseif movement_state == "0" then --walking normal if controls.up or controls.down or controls.left or controls.right then if controls.LMB or controls.RMB then player_set_animation(player, "walk_mine", animation_speed_mod) else player_set_animation(player, "walk", animation_speed_mod) end else if controls.LMB or controls.RMB then player_set_animation(player, "mine", animation_speed_mod) else player_set_animation(player, "stand", animation_speed_mod) end end elseif movement_state == "1" then --running if controls.up or controls.down or controls.left or controls.right then if controls.LMB or controls.RMB then player_set_animation(player, "walk_mine", animation_speed_mod*1.5) else player_set_animation(player, "walk", animation_speed_mod*1.5) end else if controls.LMB or controls.RMB then player_set_animation(player, "mine", animation_speed_mod*1.5) else player_set_animation(player, "stand", animation_speed_mod*1.5) end end elseif movement_state == "2" then --bunnyhopping if controls.up or controls.down or controls.left or controls.right then if controls.LMB or controls.RMB then player_set_animation(player, "walk_mine", animation_speed_mod*1.75) else player_set_animation(player, "walk", animation_speed_mod*1.75) end else if controls.LMB or controls.RMB then player_set_animation(player, "mine", animation_speed_mod*1.75) else player_set_animation(player, "stand", animation_speed_mod*1.75) end end elseif movement_state == "3" then --sneaking if controls.up or controls.down or controls.left or controls.right then if controls.LMB or controls.RMB then player_set_animation(player, "sneak_mine_walk", 30) else player_set_animation(player, "sneak_walk", 30) end else if controls.LMB or controls.RMB then player_set_animation(player, "sneak_mine_stand", 30) else player_set_animation(player, "sneak", 30) end end --safety catches elseif controls.LMB or controls.RMB then player_set_animation(player, "mine", animation_speed_mod) else player_set_animation(player, "sneak", animation_speed_mod) end end end end)