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@ -94,6 +94,16 @@ armor.def = {
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}
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armor.update_player_visuals = function(self, player)
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local player_holding = player:get_wielded_item():get_name()
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if string.find(player_holding,"mcl_tools:") or player_holding == "mcl_mobitems:bone" or player_holding == "mcl_fishing:fishing_rod" then
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player:set_bone_position("Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
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elseif string.find(player_holding, "mcl_bows:bow") then
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player:set_bone_position("Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
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else
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player:set_bone_position("Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
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end
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if not player then
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return
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end
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@ -345,6 +355,10 @@ mcl_player.player_register_model("mcl_armor_character.b3d", {
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mine = {x=189, y=198},
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walk_mine = {x=200, y=219},
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sit = {x=81, y=160},
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sneak_stand = {x=222, y=302},
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sneak_mine = {x=346, y=366},
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sneak_walk = {x=304, y=323},
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sneak_walk_mine = {x=325, y=344},
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},
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})
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@ -21,12 +21,16 @@ mcl_player.player_register_model("character.b3d", {
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textures = {"character.png", },
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animations = {
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-- Standard animations.
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stand = { x= 0, y= 79, },
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lay = { x=162, y=166, },
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walk = { x=168, y=187, },
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mine = { x=189, y=198, },
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walk_mine = { x=200, y=219, },
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sit = { x= 81, y=160, },
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stand = {x=0, y=79},
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lay = {x=162, y=166},
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walk = {x=168, y=187},
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mine = {x=189, y=198},
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walk_mine = {x=200, y=219},
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sit = {x=81, y=160},
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sneak_stand = {x=222, y=302},
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sneak_mine = {x=346, y=366},
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sneak_walk = {x=304, y=323},
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sneak_walk_mine = {x=325, y=344},
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},
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})
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@ -107,7 +111,7 @@ end
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minetest.register_on_joinplayer(function(player)
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mcl_player.player_attached[player:get_player_name()] = false
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mcl_player.player_set_model(player, "character.b3d")
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player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
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--player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
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player:set_fov(86.1) -- see <https://minecraft.gamepedia.com/Options#Video_settings>>>>
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end)
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@ -151,15 +155,23 @@ minetest.register_globalstep(function(dtime)
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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end
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if controls.LMB then
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if controls.LMB and not controls.sneak then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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else
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elseif controls.LMB and controls.sneak then
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player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
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elseif not controls.sneak then
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player_set_animation(player, "walk", animation_speed_mod)
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else
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player_set_animation(player, "sneak_walk", animation_speed_mod)
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end
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elseif controls.LMB then
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elseif controls.LMB and not controls.sneak then
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player_set_animation(player, "mine")
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else
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elseif controls.LMB and controls.sneak then
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player_set_animation(player, "sneak_mine")
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elseif not controls.sneak then
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player_set_animation(player, "stand", animation_speed_mod)
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else
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player_set_animation(player, "sneak_stand", animation_speed_mod)
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end
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end
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end
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@ -20,11 +20,33 @@ minetest.register_globalstep(function(dtime)
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-- Update jump status immediately since we need this info in real time.
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-- WARNING: This section is HACKY as hell since it is all just based on heuristics.
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for _,player in pairs(minetest.get_connected_players()) do
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local controls = player:get_player_control()
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name = player:get_player_name()
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-- controls head bone
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pitch = degrees(player:get_look_vertical()) * -1
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
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if controls.LMB then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
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else
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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end
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if controls.sneak and player:get_attach() == nil then
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-- controls head pitch when sneaking
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
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-- sets collisionbox, eye height, and nametag color accordingly
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if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.35,0.35} then
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.35,0.35}, eye_height = 1.35, nametag_color = { r = 255, b = 225, a = 0, g = 225 }})
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end
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else
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-- controls head pitch when not sneaking
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
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-- sets collisionbox, eye height, and nametag color accordingly
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if player:get_properties().collisionbox ~= {-0.35,0,-0.35,0.35,1.8,0.35} then
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 255, b = 225, a = 225, g = 225 }})
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end
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end
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if mcl_playerplus_internal[name].jump_cooldown > 0 then
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mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
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