normalize line endings
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.gitattributes
vendored
1
.gitattributes
vendored
@ -1,2 +1,3 @@
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*.xcf filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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* text=auto
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254
script.lua
254
script.lua
@ -1,127 +1,127 @@
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-- Texture dimensions --
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size = 128
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factor = size / 64
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-- Values for UV mappings --
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face_damage=0
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face_expr=0
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step_u_face=32
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step_v_face=16
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offset_u_face=64
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offset_v_face=0
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armor_enabled=true
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-- initialize values --
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function player_init()
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old_health=player.getHealth()
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end
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expr_cooldown=0
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-- Parts --
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HEAD=model.Head.Head
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-- Initial configuration --
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for key, value in pairs(vanilla_model) do
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value.setEnabled(false)
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end
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vanilla_model.CAPE.setEnabled(true)
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-- Expression change --
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function getExprUV(damage, expression)
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local u=offset_u_face+(damage*step_u_face)
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local v=offset_v_face+(expression*step_v_face)
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return {u/size,v/size}
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end
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function changeExpression(_damage, _expression, ticks)
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-- u is damage, v is expression
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local damage = _damage
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local expression = _expression
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if damage == nil then
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damage = face_damage
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end
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if expression == nil then
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expression = face_expr
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end
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HEAD.setUV(getExprUV(damage,expression))
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expr_cooldown=ticks
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end
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function setExpression(damage, expression)
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face_damage=damage
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face_expr=expression
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HEAD.setUV(getExprUV(damage, expression))
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end
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function resetExpression()
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HEAD.setUV(getExprUV(face_damage,face_expr))
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end
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-- Action Wheel --
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action_wheel.SLOT_1.setTitle('test expression')
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action_wheel.SLOT_1.setFunction(function() ping.expressionTest() end)
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function ping.expressionTest()
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setExpression(1,0)
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changeExpression(nil, 1, 10)
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end
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action_wheel.SLOT_2.setTitle('log health')
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action_wheel.SLOT_2.setFunction(function() print(player.getHealth()) end)
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action_wheel.SLOT_3.setTitle('Toggle Armor')
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action_wheel.SLOT_3.setFunction(function() ping.setArmor() end)
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-- Pings --
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--- Damage function --
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function ping.oof(health)
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if health <= 5 then
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setExpression(1,0)
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end
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changeExpression(nil,1,10)
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end
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--- Heal function (revert expression) --
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function ping.healed(health)
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setExpression(0,0)
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end
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--- Toggle Armor ---
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function ping.setArmor(enabled)
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if enabled == nil then
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armor_enabled=not armor_enabled
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else
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armor_enabled=enabled
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end
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for key, value in pairs(armor_model) do
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value.setEnabled(armor_enabled)
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end
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end
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-- does not work on multiplayer, use ping.oof()
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function onDamage(amount, source)
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end
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-- Tick function --
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function tick()
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-- expression reset spaghetti code --
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if expr_cooldown > 0 then
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expr_cooldown = expr_cooldown-1
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if expr_cooldown <= 0 then
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resetExpression()
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end
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end
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-- optimization, only execute these once a second --
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if world.getTimeOfDay() % 20 then
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-- if face is cracked
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if face_damage==1 and player.getHealth() > 5 then
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ping.healed()
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end
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end
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-- Damage ping (onDamage doesn't work in multiplayer) --
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if old_health>player.getHealth() then
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-- debug
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-- print(string.format('old_health=%03.2f, player.getHealth=%03.2f', old_health,player.getHealth()))
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ping.oof(player.getHealth())
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end
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-- End of tick --
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old_health=player.getHealth()
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end
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-- Texture dimensions --
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size = 128
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factor = size / 64
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-- Values for UV mappings --
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face_damage=0
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face_expr=0
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step_u_face=32
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step_v_face=16
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offset_u_face=64
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offset_v_face=0
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armor_enabled=true
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-- initialize values --
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function player_init()
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old_health=player.getHealth()
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end
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expr_cooldown=0
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-- Parts --
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HEAD=model.Head.Head
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-- Initial configuration --
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for key, value in pairs(vanilla_model) do
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value.setEnabled(false)
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end
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vanilla_model.CAPE.setEnabled(true)
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-- Expression change --
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function getExprUV(damage, expression)
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local u=offset_u_face+(damage*step_u_face)
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local v=offset_v_face+(expression*step_v_face)
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return {u/size,v/size}
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end
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function changeExpression(_damage, _expression, ticks)
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-- u is damage, v is expression
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local damage = _damage
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local expression = _expression
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if damage == nil then
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damage = face_damage
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end
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if expression == nil then
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expression = face_expr
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end
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HEAD.setUV(getExprUV(damage,expression))
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expr_cooldown=ticks
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end
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function setExpression(damage, expression)
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face_damage=damage
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face_expr=expression
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HEAD.setUV(getExprUV(damage, expression))
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end
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function resetExpression()
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HEAD.setUV(getExprUV(face_damage,face_expr))
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end
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-- Action Wheel --
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action_wheel.SLOT_1.setTitle('test expression')
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action_wheel.SLOT_1.setFunction(function() ping.expressionTest() end)
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function ping.expressionTest()
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setExpression(1,0)
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changeExpression(nil, 1, 10)
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end
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action_wheel.SLOT_2.setTitle('log health')
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action_wheel.SLOT_2.setFunction(function() print(player.getHealth()) end)
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action_wheel.SLOT_3.setTitle('Toggle Armor')
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action_wheel.SLOT_3.setFunction(function() ping.setArmor() end)
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-- Pings --
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--- Damage function --
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function ping.oof(health)
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if health <= 5 then
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setExpression(1,0)
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end
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changeExpression(nil,1,10)
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end
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--- Heal function (revert expression) --
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function ping.healed(health)
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setExpression(0,0)
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end
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--- Toggle Armor ---
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function ping.setArmor(enabled)
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if enabled == nil then
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armor_enabled=not armor_enabled
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else
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armor_enabled=enabled
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end
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for key, value in pairs(armor_model) do
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value.setEnabled(armor_enabled)
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end
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end
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-- does not work on multiplayer, use ping.oof()
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function onDamage(amount, source)
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end
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-- Tick function --
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function tick()
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-- expression reset spaghetti code --
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if expr_cooldown > 0 then
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expr_cooldown = expr_cooldown-1
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if expr_cooldown <= 0 then
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resetExpression()
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end
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end
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-- optimization, only execute these once a second --
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if world.getTimeOfDay() % 20 then
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-- if face is cracked
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if face_damage==1 and player.getHealth() > 5 then
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ping.healed()
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end
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end
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-- Damage ping (onDamage doesn't work in multiplayer) --
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if old_health>player.getHealth() then
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-- debug
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-- print(string.format('old_health=%03.2f, player.getHealth=%03.2f', old_health,player.getHealth()))
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ping.oof(player.getHealth())
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end
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-- End of tick --
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old_health=player.getHealth()
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end
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