diff --git a/mods/default/player.lua b/mods/default/player.lua index f64303de..031bed75 100644 --- a/mods/default/player.lua +++ b/mods/default/player.lua @@ -14,7 +14,7 @@ animation_blend = 0 -- Default player appearance default_model = "character.x" -default_texture = "character.png" +default_textures = {"character.png", } -- Frame ranges for each player model function player_get_animations(model) @@ -57,7 +57,7 @@ function player_update_visuals(pl) player_sneak[name] = false prop = { mesh = default_model, - textures = {default_texture, }, + textures = default_textures, visual = "mesh", visual_size = {x=1, y=1}, } @@ -74,7 +74,7 @@ function player_step(dtime) local anim = player_get_animations(player_model[name]) local controls = pl:get_player_control() local walking = false - local animation_speed_modified = animation_speed + local animation_speed_mod = animation_speed -- Determine if the player is walking if controls.up or controls.down or controls.left or controls.right then @@ -83,7 +83,7 @@ function player_step(dtime) -- Determine if the player is sneaking, and reduce animation speed if so if controls.sneak and pl:get_hp() ~= 0 and (walking or controls.LMB) then - animation_speed_modified = animation_speed_modified / 2 + animation_speed_mod = animation_speed_mod / 2 -- Refresh player animation below if sneak state changed if not player_sneak[name] then player_anim[name] = 0 @@ -101,26 +101,26 @@ function player_step(dtime) if pl:get_hp() == 0 then if player_anim[name] ~= ANIM_DEATH then -- TODO: The death animation currently loops, we must make it play only once then stay at the last frame somehow - pl:set_animation({x=anim.death_START, y=anim.death_END}, animation_speed_modified, animation_blend) + pl:set_animation({x=anim.death_START, y=anim.death_END}, animation_speed_mod, animation_blend) player_anim[name] = ANIM_DEATH end elseif walking and controls.LMB then if player_anim[name] ~= ANIM_WALK_MINE then - pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_modified, animation_blend) + pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_mod, animation_blend) player_anim[name] = ANIM_WALK_MINE end elseif walking then if player_anim[name] ~= ANIM_WALK then - pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_modified, animation_blend) + pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_mod, animation_blend) player_anim[name] = ANIM_WALK end elseif controls.LMB then if player_anim[name] ~= ANIM_MINE then - pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_modified, animation_blend) + pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_mod, animation_blend) player_anim[name] = ANIM_MINE end elseif player_anim[name] ~= ANIM_STAND then - pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_modified, animation_blend) + pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_mod, animation_blend) player_anim[name] = ANIM_STAND end end