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LocalPlayer api lua
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7 changed files with 640 additions and 2 deletions
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@ -691,6 +691,8 @@ Call these functions only at load time!
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### Player
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* `minetest.get_wielded_item()`
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* Returns the itemstack the local player is holding
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* `minetest.localplayer`
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* returns LocalPlayer handle. See LocalPlayer below.
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### Client Environment
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* `minetest.get_player_names()`
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@ -712,7 +714,7 @@ Call these functions only at load time!
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* `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
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* Convert a Lua table into a JSON string
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* styled: Outputs in a human-readable format if this is set, defaults to false
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* Unserializable things like functions and userdata will cause an error.
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* Unserializable things like functions and userdata are saved as null.
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* **Warning**: JSON is more strict than the Lua table format.
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1. You can only use strings and positive integers of at least one as keys.
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2. You can not mix string and integer keys.
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@ -779,6 +781,118 @@ An interface to manipulate minimap on client UI
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* `get_mode()`: returns the current minimap mode
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* `toggle_shape()`: toggles minimap shape to round or square.
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### LocalPlayer
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An interface to retrieve information about the player. The player is
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not accessible until the client is fully done loading and therefore
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not at module init time.
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To get the localplayer handle correctly, use `on_connect()` as follows:
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```lua
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local localplayer
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minetest.register_on_connect(function()
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localplayer = minetest.localplayer
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end)
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```
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Methods:
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* `get_pos()`
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* returns current player current position
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* `get_velocity()`
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* returns player speed vector
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* `get_hp()`
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* returns player HP
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* `got_teleported()`
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* returns true if player was teleported
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* `is_attached()`
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* returns true if player is attached
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* `is_touching_ground()`
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* returns true if player touching ground
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* `is_in_liquid()`
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* returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
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* `is_in_liquid_stable()`
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* returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
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* `get_liquid_viscosity()`
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* returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
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* `is_climbing()`
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* returns true if player is climbing
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* `swimming_vertical()`
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* returns true if player is swimming in vertical
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* `get_physics_override()`
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* returns:
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```lua
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{
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speed = float,
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jump = float,
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gravity = float,
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sneak = boolean,
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sneak_glitch = boolean
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}
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```
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* `get_override_pos()`
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* returns override position
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* `get_last_pos()`
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* returns last player position before the current client step
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* `get_last_velocity()`
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* returns last player speed
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* `get_breath()`
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* returns the player's breath
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* `get_look_dir()`
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* returns look direction vector
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* `get_look_horizontal()`
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* returns look horizontal angle
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* `get_look_vertical()`
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* returns look vertical angle
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* `get_eye_pos()`
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* returns the player's eye position
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* `get_eye_offset()`
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* returns the player's eye shift vector
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* `get_movement_acceleration()`
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* returns acceleration of the player in different environments:
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```lua
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{
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fast = float,
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air = float,
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default = float,
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}
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```
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* `get_movement_speed()`
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* returns player's speed in different environments:
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```lua
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{
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walk = float,
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jump = float,
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crouch = float,
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fast = float,
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climb = float,
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}
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```
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* `get_movement()`
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* returns player's movement in different environments:
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```lua
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{
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liquid_fluidity = float,
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liquid_sink = float,
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liquid_fluidity_smooth = float,
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gravity = float,
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}
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```
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* `get_last_look_horizontal()`:
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* returns last look horizontal angle
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* `get_last_look_vertical()`:
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* returns last look vertical angle
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* `get_key_pressed()`:
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* returns last key typed by the player
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### Settings
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An interface to read config files in the format of `minetest.conf`.
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