Update player model code from Minetest Game 0.4.16
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MineClone 2 mod: mcl_player
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==========================
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Adds the 3D player model, taken from Minetest Game 0.4.16.
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License of source code:
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-----------------------
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Copyright (C) 2011-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
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Programmers: See `game_api.txt` for the API definition.
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Authors of source code
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----------------------
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Originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPL 2.1)
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Various Minetest developers and contributors (LGPL 2.1)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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@ -14,7 +18,7 @@ http://www.gnu.org/licenses/lgpl-2.1.html
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Authors of media files
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-----------------------
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MirceaKitsune (WTFPL):
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character.x
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MirceaKitsune (CC BY-SA 3.0):
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character.b3d
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Textures from Faithful 1.11 resource pack (see main readme file)
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@ -0,0 +1,56 @@
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Player API
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----------
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This is the same as the player API from Minetest Game 0.4.16.
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But `default` has been renamed to `mcl_player`.
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The player API can register player models and update the player's appearence.
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`mcl_player.player_register_model(name, def)`
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* Register a new model to be used by players.
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* name: model filename such as "character.x", "foo.b3d", etc.
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* def: See [#Model definition]
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`mcl_player.registered_player_models[name]`
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* Get a model's definition
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* see [#Model definition]
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`mcl_player.player_set_model(player, model_name)`
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* Change a player's model
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* `player`: PlayerRef
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* `model_name`: model registered with player_register_model()
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`mcl_player.player_set_animation(player, anim_name [, speed])`
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* Applies an animation to a player
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* anim_name: name of the animation.
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* speed: frames per second. If nil, default from the model is used
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`mcl_player.player_set_textures(player, textures)`
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* Sets player textures
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* `player`: PlayerRef
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* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
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mcl_player.player_get_animation(player)
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* Returns a table containing fields `model`, `textures` and `animation`.
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* Any of the fields of the returned table may be nil.
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* player: PlayerRef
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### Model Definition
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{
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animation_speed = 30, -- Default animation speed, in FPS.
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textures = {"character.png", }, -- Default array of textures.
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visual_size = {x = 1, y = 1}, -- Used to scale the model.
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animations = {
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-- <anim_name> = {x = <start_frame>, y = <end_frame>},
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foo = {x = 0, y = 19},
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bar = {x = 20, y = 39},
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-- ...
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},
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}
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@ -1,55 +1,5 @@
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-- MineClone 2 mod: mcl_player
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-- Minetest 0.4 mod: player
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-- See README.txt for licensing and other information.
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--[[
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API
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---
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mcl_player.player_register_model(name, def)
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^ Register a new model to be used by players.
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^ <name> is the model filename such as "character.x", "foo.b3d", etc.
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^ See Model Definition below for format of <def>.
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mcl_player.registered_player_models[name]
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^ See Model Definition below for format.
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mcl_player.player_set_model(player, model_name)
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^ <player> is a PlayerRef.
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^ <model_name> is a model registered with player_register_model.
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mcl_player.player_set_animation(player, anim_name [, speed])
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^ <player> is a PlayerRef.
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^ <anim_name> is the name of the animation.
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^ <speed> is in frames per second. If nil, default from the model is used
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mcl_player.player_set_textures(player, textures)
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^ <player> is a PlayerRef.
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^ <textures> is an array of textures
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^ If <textures> is nil, the default textures from the model def are used
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mcl_player.player_get_animation(player)
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^ <player> is a PlayerRef.
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^ Returns a table containing fields "model", "textures" and "animation".
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^ Any of the fields of the returned table may be nil.
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Model Definition
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----------------
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model_def = {
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animation_speed = 30, -- Default animation speed, in FPS.
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textures = {"character.png", }, -- Default array of textures.
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visual_size = {x=1, y=1,}, -- Used to scale the model.
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animations = {
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-- <anim_name> = { x=<start_frame>, y=<end_frame>, },
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foo = { x= 0, y=19, },
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bar = { x=20, y=39, },
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-- ...
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},
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}
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]]
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mcl_player = {}
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-- Player animation blending
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@ -66,7 +16,7 @@ function mcl_player.player_register_model(name, def)
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end
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-- Default player appearance
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mcl_player.player_register_model("character.x", {
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mcl_player.player_register_model("character.b3d", {
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animation_speed = 30,
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textures = {"character.png", },
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animations = {
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@ -76,7 +26,6 @@ mcl_player.player_register_model("character.x", {
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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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-- Extra animations (not currently used by the game).
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sit = { x= 81, y=160, },
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},
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})
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@ -144,12 +93,8 @@ end
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-- Update appearance when the player joins
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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.x")
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-- Minecraft has no sneak glitch
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-- sneak is also disabled because it is buggy in Minetest (can be used to negate fall damage)
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player:set_physics_override({sneak_glitch=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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-- Note: Minimap is now handled in mcl_maps
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end)
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minetest.register_on_leaveplayer(function(player)
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@ -161,6 +106,7 @@ end)
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-- Localize for better performance.
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local player_set_animation = mcl_player.player_set_animation
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local player_attached = mcl_player.player_attached
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-- Check each player and apply animations
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minetest.register_globalstep(function(dtime)
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@ -168,7 +114,7 @@ minetest.register_globalstep(function(dtime)
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local name = player:get_player_name()
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local model_name = player_model[name]
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local model = model_name and models[model_name]
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if model and not mcl_player.player_attached[name] then
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if model and not player_attached[name] then
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local controls = player:get_player_control()
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local walking = false
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local animation_speed_mod = model.animation_speed or 30
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@ -201,7 +147,6 @@ minetest.register_globalstep(function(dtime)
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else
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player_set_animation(player, "stand", animation_speed_mod)
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end
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end
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end
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end)
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