Separate player code into new mod
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16 changed files with 122 additions and 99 deletions
106
game_api.txt
106
game_api.txt
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@ -284,8 +284,58 @@ Give Initial Stuff API
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^ Adds items to the list of items to be given
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Players API
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-----------
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The player API can register player models and update the player's appearence
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* `player_api.register_model(name, def)`
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* Register a new model to be used by players
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* name: model filename such as "character.x", "foo.b3d", etc.
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* def: See [#Model definition]
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* saved to player_api.registered_models
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* `player_api.registered_player_models[name]`
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* Get a model's definition
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* see [#Model definition]
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* `player_api.set_model(player, model_name)`
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* Change a player's model
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* `player`: PlayerRef
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* `model_name`: model registered with player_api.register_model()
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* `player_api.set_animation(player, anim_name [, speed])`
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* Applies an animation to a player
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* anim_name: name of the animation.
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* speed: frames per second. If nil, default from the model is used
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* `player_api.set_textures(player, textures)`
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* Sets player textures
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* `player`: PlayerRef
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* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
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* `player_api.get_animation(player)`
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* Returns a table containing fields `model`, `textures` and `animation`.
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* Any of the fields of the returned table may be nil.
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* player: PlayerRef
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### Model Definition
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{
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animation_speed = 30, -- Default animation speed, in FPS.
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textures = {"character.png", }, -- Default array of textures.
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visual_size = {x = 1, y = 1}, -- Used to scale the model.
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animations = {
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-- <anim_name> = {x = <start_frame>, y = <end_frame>},
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foo = {x = 0, y = 19},
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bar = {x = 20, y = 39},
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-- ...
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},
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}
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TNT API
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----------
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-------
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`tnt.register_tnt(definition)`
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@ -634,60 +684,6 @@ GUI and formspecs
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* Get the inactive furnace formspec using the defined GUI elements
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Player API
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----------
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The player API can register player models and update the player's appearence
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`default.player_register_model(name, def)`
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* Register a new model to be used by players.
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* name: model filename such as "character.x", "foo.b3d", etc.
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* def: See [#Model definition]
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`default.registered_player_models[name]`
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* Get a model's definition
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* see [#Model definition]
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`default.player_set_model(player, model_name)`
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* Change a player's model
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* `player`: PlayerRef
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* `model_name`: model registered with player_register_model()
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`default.player_set_animation(player, anim_name [, speed])`
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* Applies an animation to a player
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* anim_name: name of the animation.
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* speed: frames per second. If nil, default from the model is used
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`default.player_set_textures(player, textures)`
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* Sets player textures
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* `player`: PlayerRef
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* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
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default.player_get_animation(player)
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* Returns a table containing fields `model`, `textures` and `animation`.
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* Any of the fields of the returned table may be nil.
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* player: PlayerRef
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### Model Definition
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{
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animation_speed = 30, -- Default animation speed, in FPS.
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textures = {"character.png", }, -- Default array of textures.
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visual_size = {x = 1, y = 1}, -- Used to scale the model.
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animations = {
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-- <anim_name> = {x = <start_frame>, y = <end_frame>},
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foo = {x = 0, y = 19},
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bar = {x = 20, y = 39},
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-- ...
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},
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}
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Leafdecay
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---------
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