rename rig to skeleton
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@@ -2,6 +2,6 @@
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"components": [
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"falling_block"
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],
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"rig-name": "base:block",
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"skeleton-name": "base:block",
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"hitbox": [0.8, 0.8, 0.8]
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}
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@@ -1,6 +1,6 @@
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local tsf = entity.transform
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local body = entity.rigidbody
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local rig = entity.modeltree
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local rig = entity.skeleton
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inair = true
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ready = false
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@@ -1,6 +1,6 @@
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local tsf = entity.transform
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local body = entity.rigidbody
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local rig = entity.modeltree
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local rig = entity.skeleton
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ARGS = ARGS or {}
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local blockid = ARGS.block
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@@ -35,15 +35,15 @@ local function new_Rigidbody(eid)
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return setmetatable({eid=eid}, Rigidbody)
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end
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local Modeltree = {__index={
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get_model=function(self, i) return __modeltree.get_model(self.eid, i) end,
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get_matrix=function(self, i) return __modeltree.get_matrix(self.eid, i) end,
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set_matrix=function(self, i, m) return __modeltree.set_matrix(self.eid, i, m) end,
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set_texture=function(self, s, s2) return __modeltree.set_texture(self.eid, s, s2) end,
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local Skeleton = {__index={
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get_model=function(self, i) return __skeleton.get_model(self.eid, i) end,
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get_matrix=function(self, i) return __skeleton.get_matrix(self.eid, i) end,
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set_matrix=function(self, i, m) return __skeleton.set_matrix(self.eid, i, m) end,
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set_texture=function(self, s, s2) return __skeleton.set_texture(self.eid, s, s2) end,
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}}
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local function new_Modeltree(eid)
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return setmetatable({eid=eid}, Modeltree)
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local function new_Skeleton(eid)
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return setmetatable({eid=eid}, Skeleton)
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end
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-- Entity class
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@@ -63,7 +63,7 @@ return {
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local entity = setmetatable({eid=eid}, Entity)
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entity.transform = new_Transform(eid)
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entity.rigidbody = new_Rigidbody(eid)
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entity.modeltree = new_Modeltree(eid)
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entity.skeleton = new_Skeleton(eid)
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entity.components = {}
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entities[eid] = entity;
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return entity
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