Fix overwrtiting globals of animations

This commit is contained in:
BlockMen 2013-11-09 13:53:24 +01:00
parent b0d4fdd1d9
commit 18abc7a419

View File

@ -1,16 +1,16 @@
--pyramids = {}
walk_limit = 1
chillaxin_speed = 1
animation_speed = 10
local mummy_walk_limit = 1
local mummy_chillaxin_speed = 1
local mummy_animation_speed = 10
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
animation_blend = 0
local mummy_animation_blend = 0
-- Default player appearance
mummy_mesh = "pyramids_mummy.x"
mummy_texture = {"pyramids_mummy.png"}
mummy_hp = 20
mummy_drop = "default:papyrus"
local mummy_mesh = "pyramids_mummy.x"
local mummy_texture = {"pyramids_mummy.png"}
local mummy_hp = 20
local mummy_drop = "default:papyrus"
local sound_normal = "mummy"
local sound_hit = "mummy_hurt"
@ -19,7 +19,7 @@ local sound_dead = "mummy_death"
local spawner_range = 17
local spawner_max_mobs = 6
function get_animations_def()
local function get_animations()
return {
stand_START = 74,
stand_END = 74,
@ -58,10 +58,10 @@ function hit(self)
end)
end
function npc_update_visuals_def(self)
function mummy_update_visuals_def(self)
--local name = get_player_name()
visual = default_model_def
npc_anim = 0 -- Animation will be set further below immediately
mummy_npc_anim = 0 -- Animation will be set further below immediately
--npc_sneak[name] = false
prop = {
mesh = mummy_mesh,
@ -109,7 +109,7 @@ spawner_DEF = {
}
spawner_DEF.on_activate = function(self)
npc_update_visuals_def(self)
mummy_update_visuals_def(self)
self.object:setvelocity({x=0, y=0, z=0})
self.object:setacceleration({x=0, y=0, z=0})
self.object:set_armor_groups({immortal=1})
@ -131,9 +131,9 @@ spawner_DEF.on_punch = function(self, hitter)
end
MUMMY_DEF.on_activate = function(self)
npc_update_visuals_def(self)
self.anim = get_animations_def()
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed, animation_blend)
mummy_update_visuals_def(self)
self.anim = get_animations()
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, mummy_animation_speed, mummy_animation_blend)
self.npc_anim = ANIM_STAND
self.object:setacceleration({x=0,y=-20,z=0})--20
self.state = 1
@ -168,7 +168,7 @@ MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabili
--self.direction = dir
self.direction = {x=self.object:getvelocity().x, y=self.object:getvelocity().y, z=self.object:getvelocity().z}
self.punch_timer = 0
self.object:setvelocity({x=dir.x*chillaxin_speed,y=5,z=dir.z*chillaxin_speed})--self.object:setvelocity({x=dir.x*4,y=5,z=dir.z*4})
self.object:setvelocity({x=dir.x*mummy_chillaxin_speed,y=5,z=dir.z*mummy_chillaxin_speed})--self.object:setvelocity({x=dir.x*4,y=5,z=dir.z*4})
if self.state == 1 then
self.state = 8
elseif self.state >= 2 then
@ -241,7 +241,7 @@ MUMMY_DEF.on_step = function(self, dtime)
if self.punch_timer > 0.15 then
--self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
if self.state == 9 then
self.object:setvelocity({x=self.direction.x*chillaxin_speed,y=-20,z=self.direction.z*chillaxin_speed})
self.object:setvelocity({x=self.direction.x*mummy_chillaxin_speed,y=-20,z=self.direction.z*mummy_chillaxin_speed})
self.state = 2
elseif self.state == 8 then
self.object:setvelocity({x=0,y=-20,z=0})
@ -278,8 +278,8 @@ MUMMY_DEF.on_step = function(self, dtime)
end
self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
if self.npc_anim ~= ANIM_STAND then
self.anim = get_animations_def()
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed, animation_blend)
self.anim = get_animations()
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, mummy_animation_speed, mummy_animation_blend)
self.npc_anim = ANIM_STAND
end
if self.attacker ~= "" then
@ -291,7 +291,7 @@ MUMMY_DEF.on_step = function(self, dtime)
if self.state == 2 then
if self.direction ~= nil then
self.object:setvelocity({x=self.direction.x*chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*chillaxin_speed})
self.object:setvelocity({x=self.direction.x*mummy_chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*mummy_chillaxin_speed})
end
if self.turn_timer > math.random(1,4) and not self.attacker then
self.yaw = 360 * math.random()
@ -302,8 +302,8 @@ MUMMY_DEF.on_step = function(self, dtime)
--self.object:setacceleration(self.direction)
end
if self.npc_anim ~= ANIM_WALK then
self.anim = get_animations_def()
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed, animation_blend)
self.anim = get_animations()
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, mummy_animation_speed, mummy_animation_blend)
self.npc_anim = ANIM_WALK
end
--[[jump