Get rid of a lot of warnings, add deprecations
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parent
a5dfb68598
commit
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42
script.lua
42
script.lua
@ -31,6 +31,8 @@ wave=nmath.wave
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-- syncState {{{
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-- syncState {{{
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do
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do
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local counter=0
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local counter=0
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---@deprecated use sharedstate instead
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function syncState()
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function syncState()
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-- ping.setSnoring(skin_state.snore_enabled)
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-- ping.setSnoring(skin_state.snore_enabled)
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if counter < 3 then
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if counter < 3 then
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@ -62,6 +64,7 @@ do
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end
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end
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end
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end
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---@deprecated Use sharedstate instead
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function ping.syncState(tbl)
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function ping.syncState(tbl)
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logging.debug("ping.syncState")
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logging.debug("ping.syncState")
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for k, v in pairs(tbl) do
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for k, v in pairs(tbl) do
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@ -89,8 +92,9 @@ do
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["aquatic_enabled"]=true,
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["aquatic_enabled"]=true,
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["aquatic_override"]=false
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["aquatic_override"]=false
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}
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}
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---@deprecated use config api (TODO) instead
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function setLocalState()
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function setLocalState()
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if is_host then
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if host:isHost() then
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for k, v in pairs(skin_state) do
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for k, v in pairs(skin_state) do
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local_state[k]=v
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local_state[k]=v
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end
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end
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@ -102,17 +106,16 @@ do
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return local_state
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return local_state
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end
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end
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-- TODO reimplement with new data API
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-- TODO reimplement with new data API
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-- if is_host then
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if host:isHost() then
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if false then
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local savedData=config:load()
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local savedData=data.loadAll()
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if savedData == nil then
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if savedData == nil then
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for k, v in pairs(defaults) do
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for k, v in pairs(defaults) do
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data.save(k, v)
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config:save(k, v)
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end
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end
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savedData=data.loadAll()
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savedData=config:load()
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end
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end
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skin_state=util.mergeTable(
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skin_state=util.mergeTable(
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util.map(util.parse,data.loadAll()),
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util.map(util.parse,config:load()),
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defaults)
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defaults)
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else
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else
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skin_state=defaults
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skin_state=defaults
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@ -152,11 +155,11 @@ VANILLA_GROUPS={
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["BODY"]={vanilla_model.BODY, vanilla_model.JACKET},
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["BODY"]={vanilla_model.BODY, vanilla_model.JACKET},
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["LEFT_ARM"]={vanilla_model.LEFT_ARM, vanilla_model.LEFT_SLEEVE},
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["LEFT_ARM"]={vanilla_model.LEFT_ARM, vanilla_model.LEFT_SLEEVE},
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["RIGHT_ARM"]={vanilla_model.RIGHT_ARM, vanilla_model.RIGHT_SLEEVE},
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["RIGHT_ARM"]={vanilla_model.RIGHT_ARM, vanilla_model.RIGHT_SLEEVE},
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["LEFT_LEG"]={vanilla_model.LEFT_LEG, vanilla_model.LEFT_PANTS_LEG},
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["LEFT_LEG"]={vanilla_model.LEFT_LEG, vanilla_model.LEFT_PANTS},
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["RIGHT_LEG"]={vanilla_model.RIGHT_LEG, vanilla_model.RIGHT_PANTS_LEG},
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["RIGHT_LEG"]={vanilla_model.RIGHT_LEG, vanilla_model.RIGHT_PANTS},
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["OUTER"]={ vanilla_model.HAT, vanilla_model.JACKET, vanilla_model.LEFT_SLEEVE, vanilla_model.RIGHT_SLEEVE, vanilla_model.LEFT_PANTS_LEG, vanilla_model.RIGHT_PANTS_LEG },
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["OUTER"]={ vanilla_model.HAT, vanilla_model.JACKET, vanilla_model.LEFT_SLEEVE, vanilla_model.RIGHT_SLEEVE, vanilla_model.LEFT_PANTS, vanilla_model.RIGHT_PANTS },
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["INNER"]={ vanilla_model.HEAD, vanilla_model.BODY, vanilla_model.LEFT_ARM, vanilla_model.RIGHT_ARM, vanilla_model.LEFT_LEG, vanilla_model.RIGHT_LEG },
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["INNER"]={ vanilla_model.HEAD, vanilla_model.BODY, vanilla_model.LEFT_ARM, vanilla_model.RIGHT_ARM, vanilla_model.LEFT_LEG, vanilla_model.RIGHT_LEG },
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["ALL"]={ vanilla_model.HEAD, vanilla_model.BODY, vanilla_model.LEFT_ARM, vanilla_model.RIGHT_ARM, vanilla_model.LEFT_LEG, vanilla_model.RIGHT_LEG, vanilla_model.HAT, vanilla_model.JACKET, vanilla_model.LEFT_SLEEVE, vanilla_model.RIGHT_SLEEVE, vanilla_model.LEFT_PANTS_LEG, vanilla_model.RIGHT_PANTS_LEG },
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["ALL"]={ vanilla_model.HEAD, vanilla_model.BODY, vanilla_model.LEFT_ARM, vanilla_model.RIGHT_ARM, vanilla_model.LEFT_LEG, vanilla_model.RIGHT_LEG, vanilla_model.HAT, vanilla_model.JACKET, vanilla_model.LEFT_SLEEVE, vanilla_model.RIGHT_SLEEVE, vanilla_model.LEFT_PANTS, vanilla_model.RIGHT_PANTS },
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["ARMOR"]=armor_model
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["ARMOR"]=armor_model
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}
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}
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@ -224,7 +227,7 @@ COLORS.lava= vec(1, 128/255, 64/255)
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-- prev 255 160 192
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-- prev 255 160 192
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COLORS.owo= vec(1, 128/255, 160/255)
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COLORS.owo= vec(1, 128/255, 160/255)
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COLORS["end"]="end"
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COLORS["end"]="end"
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for k, v in pairs(EMISSIVES) do
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for _, v in pairs(EMISSIVES) do
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v:setColor(COLORS.neutral)
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v:setColor(COLORS.neutral)
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end
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end
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@ -409,7 +412,7 @@ function setArmor(state)
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syncState()
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syncState()
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end
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end
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function snore() end
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local function snore() end
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-- TODO re-enable snoring
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-- TODO re-enable snoring
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-- do
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-- do
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-- local snore_enabled=false
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-- local snore_enabled=false
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@ -449,11 +452,13 @@ end
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-- }}}
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-- }}}
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-- Tail stuff {{{
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-- Tail stuff {{{
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local tail_cooldown
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function aquaticTailVisible()
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function aquaticTailVisible()
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tail_cooldown=tail_cooldown or 0
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tail_cooldown=tail_cooldown or 0
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return (local_state.aquatic_enabled and (player:isInWater() or player:isInLava()) or local_state.aquatic_override or tail_cooldown>0) and not getVanillaVisible() end
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return (local_state.aquatic_enabled and (player:isInWater() or player:isInLava()) or local_state.aquatic_override or tail_cooldown>0) and not getVanillaVisible()
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end
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function updateTailVisibility()
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local function updateTailVisibility()
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local anim=player:getPose()
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local anim=player:getPose()
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local water=player:isInWater()
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local water=player:isInWater()
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local lava=player:isInLava()
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local lava=player:isInLava()
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@ -609,7 +614,7 @@ end
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function animateTail(val)
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function animateTail(val)
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local per_y=20*4
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local per_y=20*4
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local per_x=20*6
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local per_x=20*6
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for k, v in ipairs(REG_TAIL_BONES) do
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for k, _ in ipairs(REG_TAIL_BONES) do
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local cascade=(k-1)*12
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local cascade=(k-1)*12
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REG_TAIL_BONES[k]:setRot(vec( tail_original_rot[k].x + wave(val-cascade, per_x, 3), wave(val-cascade, per_y, 12), tail_original_rot[k].z ))
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REG_TAIL_BONES[k]:setRot(vec( tail_original_rot[k].x + wave(val-cascade, per_x, 3), wave(val-cascade, per_y, 12), tail_original_rot[k].z ))
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end
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end
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@ -712,7 +717,8 @@ function tick()
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-- Refresh tail armor state
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-- Refresh tail armor state
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armor()
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-- TODO re add armor stuff
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--armor()
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-- Implements tail cooldown conditions
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-- Implements tail cooldown conditions
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updateTailVisibility()
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updateTailVisibility()
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@ -730,7 +736,7 @@ events.TICK:register(function() if player then tick() end end, "main_tick")
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-- }}}
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-- }}}
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-- Render function {{{
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-- Render function {{{
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function render(delta)
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local function render(delta)
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if aquaticTailVisible() then
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if aquaticTailVisible() then
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animateMTail((lerp(old_state.anim_cycle, anim_cycle, delta) * 0.2))
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animateMTail((lerp(old_state.anim_cycle, anim_cycle, delta) * 0.2))
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else
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else
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