xdecor-libre/handlers/animations.lua

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local mod_playerphysics = minetest.get_modpath("playerphysics") ~= nil
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local mod_player_api = minetest.get_modpath("player_api") ~= nil
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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)
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if not mod_player_api then return end
if not top_face(pointed_thing) then return end
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local player_name = clicker:get_player_name()
local objs = minetest.get_objects_inside_radius(pos, 0.1)
local vel = clicker:get_velocity()
local ctrl = clicker:get_player_control()
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for _, obj in pairs(objs) do
if obj:is_player() and obj:get_player_name() ~= player_name then
return
end
end
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if player_api.player_attached[player_name] then
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clicker:set_pos(pos)
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clicker:set_eye_offset(vector.new(), vector.new())
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if mod_playerphysics then
playerphysics.remove_physics_factor(clicker, "speed", "xdecor:sit_speed")
playerphysics.remove_physics_factor(clicker, "jump", "xdecor:sit_jump")
else
clicker:set_physics_override({speed = 1, jump = 1})
end
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player_api.player_attached[player_name] = false
player_api.set_animation(clicker, "stand", 30)
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elseif not player_api.player_attached[player_name] and node.param2 <= 3 and
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not ctrl.sneak and vector.equals(vel, vector.new()) then
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clicker:set_eye_offset({x = 0, y = -7, z = 2}, vector.new())
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if mod_playerphysics then
playerphysics.add_physics_factor(clicker, "speed", "xdecor:sit_speed", 0)
playerphysics.add_physics_factor(clicker, "jump", "xdecor:sit_jump", 0)
else
clicker:set_physics_override({speed = 0, jump = 0})
end
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clicker:set_pos(pos)
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player_api.player_attached[player_name] = true
player_api.set_animation(clicker, "sit", 30)
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if node.param2 == 0 then
clicker:set_look_horizontal(0)
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elseif node.param2 == 1 then
clicker:set_look_horizontal(3*(math.pi/2))
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elseif node.param2 == 2 then
clicker:set_look_horizontal(math.pi)
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elseif node.param2 == 3 then
clicker:set_look_horizontal(math.pi/2)
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end
end
end
function xdecor.sit_dig(pos, digger)
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if not mod_player_api then
return true
end
for _, player in pairs(minetest.get_objects_inside_radius(pos, 0.1)) do
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if player:is_player() and
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player_api.player_attached[player:get_player_name()] then
return false
end
end
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return true
end