Allow overriding the loop flag on `player_api.set_animation` (#3097)

Co-authored-by: Lars Müller <34514239+appgurueu@users.noreply.github.com>
This commit is contained in:
David Leal 2024-01-28 04:41:12 -06:00 committed by GitHub
parent 472997b4aa
commit 222afb0cf0
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1 changed files with 11 additions and 4 deletions

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@ -71,7 +71,7 @@ function player_api.set_model(player, model_name)
player_data.model = model_name
-- Clear animation data as the model has changed
-- (required for setting the `stand` animation not to be a no-op)
player_data.animation, player_data.animation_speed = nil, nil
player_data.animation, player_data.animation_speed, player_data.animation_loop = nil, nil, nil
local model = models[model_name]
if model then
@ -116,20 +116,27 @@ function player_api.set_texture(player, index, texture)
player_api.set_textures(player, textures)
end
function player_api.set_animation(player, anim_name, speed)
function player_api.set_animation(player, anim_name, speed, loop)
local player_data = get_player_data(player)
local model = models[player_data.model]
if not (model and model.animations[anim_name]) then
return
end
speed = speed or model.animation_speed
if player_data.animation == anim_name and player_data.animation_speed == speed then
if loop == nil then
loop = true
end
if player_data.animation == anim_name
and player_data.animation_speed == speed
and player_data.animation_loop == loop
then
return
end
local previous_anim = model.animations[player_data.animation] or {}
local anim = model.animations[anim_name]
player_data.animation = anim_name
player_data.animation_speed = speed
player_data.animation_loop = loop
-- If necessary change the local animation (only seen by the client of *that* player)
-- `override_local` <=> suspend local animations while this one is active
-- (this is basically a hack, proper engine feature needed...)
@ -146,7 +153,7 @@ function player_api.set_animation(player, anim_name, speed)
end
end
-- Set the animation seen by everyone else
player:set_animation(anim, speed, animation_blend)
player:set_animation(anim, speed, animation_blend, loop)
-- Update related properties if they changed
if anim._equals ~= previous_anim._equals then
player:set_properties({