forked from nalc/nalc_game
Remove API from player.lua
It's now in game_api.txt
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@ -1,55 +1,6 @@
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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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default.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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default.registered_player_models[name]
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^ See Model Definition below for format.
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default.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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default.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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default.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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default.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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-- Player animation blending
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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local animation_blend = 0
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