forked from minetest/minetest_game
Remove segmentation of limbs, because I don't like how the arms appeared to shrink during some deformations. This makes the player mesh exactly like the one in MineCraft, and gives people more reasons to complain that we're copying it :P
Rename player to character, to avoid conflicting with the default player sprite New skin by Jordach Add licenses to readme for the model and skin Fix bad mirroring of left arm for player model
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parent
609646b9b5
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@ -82,3 +82,9 @@ Calinou's improved default textures (CC BY-SA):
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default_clay_brick.png
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default_clay_brick.png
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default_papyrus.png
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default_papyrus.png
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default_tool_steelsword.png
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default_tool_steelsword.png
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MirceaKitsune (WTFPL):
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character.x
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Jordach (CC BY-SA 3.0 given specific permission):
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character.png
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BIN
mods/default/models/character.png
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BIN
mods/default/models/character.png
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mods/default/models/character.x
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mods/default/models/character.x
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Load Diff
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Load Diff
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@ -26,16 +26,15 @@ animation_mine_END = 179
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-- Set mesh for all players
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-- Set mesh for all players
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function switch_player_visual()
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function switch_player_visual()
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prop = {
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prop = {
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mesh = "player.x",
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mesh = "character.x",
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textures = {"player.png", },
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textures = {"character.png", },
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colors = {{255, 255, 255, 255}, },
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visual = "mesh",
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visual = "mesh",
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visual_size = {x=1, y=1},
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visual_size = {x=1, y=1},
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}
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}
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for _, obj in pairs(minetest.get_connected_players()) do
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for _, obj in pairs(minetest.get_connected_players()) do
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obj:set_properties(prop)
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obj:set_properties(prop)
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obj:set_animation({x=animation_stand_START, y=animation_walk_forward_END}, animation_speed, animation_blend)
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obj:set_animation({x=animation_stand_START, y=animation_stand_END}, animation_speed, animation_blend)
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end
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end
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minetest.after(10.0, switch_player_visual)
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minetest.after(10.0, switch_player_visual)
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