Add skinning
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@@ -7,6 +7,16 @@ function actor_player:on_init()
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self:create_body()
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self:activate_camera()
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local ent = engine.create_entity("test_object")
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engine.add_entity_to_world(ent)
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self.m_weapon_entity_id = ent:get_id()
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self.m_in_reload = false
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--local ent2 = engine.get_entity_from_id(self.m_weapon_entity_id)
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--console.print(ent2:get_classname())
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end
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function actor_player:on_shutdown()
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@@ -19,8 +29,39 @@ function actor_player:on_update(dt)
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self:update_camera_look()
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--self:update_camera_movement(dt)
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self:update_body_movement(dt)
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local ent = engine.get_entity_from_id(self.m_weapon_entity_id)
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ent:set_relative_position_to_camera(self)
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if self:get_action() == ACTION_FIRE and self.m_in_reload == false then
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ent:play_animation(ent:find_animation("shoot1"), ANIM_PLAYBACK_NONE)
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end
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if self:get_action() == ACTION_RELOAD and self.m_in_reload == false then
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ent:play_animation(ent:find_animation("reload"), ANIM_PLAYBACK_NONE)
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self.m_in_reload = true
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end
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if ent:get_current_animation() == ent:find_animation("shoot1") and
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ent:get_current_animation_time() >= ent:get_animation_time(ent:find_animation("shoot1")) then
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ent:play_animation(ent:find_animation("idle1"), ANIM_PLAYBACK_REPEAT)
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end
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if self.m_in_reload == true and ent:get_current_animation_time() >= ent:get_animation_time(ent:find_animation("reload")) then
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ent:play_animation(ent:find_animation("idle1"), ANIM_PLAYBACK_REPEAT)
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self.m_in_reload = false
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end
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-- if ent:get_current_animation() == ent:find_animation("reload") and
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-- ent:get_current_animation_time() >= ent:get_animation_time(ent:find_animation("reload")) then
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-- ent:play_animation(ent:find_animation("idle1"), ANIM_PLAYBACK_NONE)
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--end
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end
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function actor_player:on_collide(other)
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console.print(string.format("actor_player:on_collide: %s", other:get_classname()))
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end
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end
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function play_sound( filename, is_3d, posx, posy, posz )
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-- body
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end
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