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Properly read the mesh from LUA.
Players can now be set to meshes using the following test script: function switch_player_visual() prop = { mesh="player.obj", texture="player.png", visual="mesh", } for _, obj in pairs(minetest.get_connected_players()) do obj:set_properties(prop) end minetest.after(1.0, switch_player_visual) end minetest.after(1.0, switch_player_visual)
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4 changed files with 25 additions and 11 deletions
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@ -783,14 +783,14 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
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m_prop.weight = 75;
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m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
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// start of default appearance, this should be overwritten by LUA
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m_prop.visual = "upright-sprite";
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m_prop.visual = "upright_sprite";
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m_prop.visual_size = v2f(1, 2);
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m_prop.textures.clear();
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m_prop.textures.push_back("player.png");
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m_prop.textures.push_back("player_back.png");
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m_prop.spritediv = v2s16(1,1);
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// end of default appearance
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m_prop.is_visible = (getHP() != 0);
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m_prop.is_visible = (getHP() != 0); // TODO: Use a death animation instead for mesh players
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m_prop.makes_footstep_sound = true;
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}
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@ -1138,7 +1138,6 @@ void PlayerSAO::disconnected()
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}
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}
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std::string PlayerSAO::getPropertyPacket()
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{
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m_prop.is_visible = (getHP() != 0);
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