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Beds: Preserve player physics (#2789)
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@ -61,7 +61,6 @@ local function lay_down(player, pos, bed_pos, state, skip)
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-- stand up
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-- stand up
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if state ~= nil and not state then
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if state ~= nil and not state then
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local p = beds.pos[name] or nil
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local p = beds.pos[name] or nil
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beds.player[name] = nil
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beds.bed_position[name] = nil
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beds.bed_position[name] = nil
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-- skip here to prevent sending player specific changes (used for leaving players)
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-- skip here to prevent sending player specific changes (used for leaving players)
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if skip then
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if skip then
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@ -72,10 +71,16 @@ local function lay_down(player, pos, bed_pos, state, skip)
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end
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end
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-- physics, eye_offset, etc
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-- physics, eye_offset, etc
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local physics_override = assert(beds.player[name].physics_override)
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beds.player[name] = nil
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player:set_physics_override({
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speed = physics_override.speed,
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jump = physics_override.jump,
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gravity = physics_override.gravity
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})
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player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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player:set_look_horizontal(math.random(1, 180) / 100)
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player:set_look_horizontal(math.random(1, 180) / 100)
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player_api.player_attached[name] = false
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player_api.player_attached[name] = false
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player:set_physics_override({speed = 1, jump = 1, gravity = 1})
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hud_flags.wielditem = true
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hud_flags.wielditem = true
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player_api.set_animation(player, "stand" , 30)
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player_api.set_animation(player, "stand" , 30)
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@ -98,7 +103,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
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beds.pos[name] = pos
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beds.pos[name] = pos
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beds.bed_position[name] = bed_pos
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beds.bed_position[name] = bed_pos
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beds.player[name] = 1
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beds.player[name] = {physics_override = player:get_physics_override()}
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-- physics, eye_offset, etc
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-- physics, eye_offset, etc
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player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
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player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
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