end
local animation_speed_modified = animation_speed
- if controls.sneak and (walking or controls.LMB) then
+ if controls.sneak and pl:get_hp() ~= 0 and (walking or controls.LMB) then
animation_speed_modified = animation_speed_modified / 2
-- Refresh player animation below
if not player_sneak[name] then
end
end
- if walking and controls.LMB then
+ if pl:get_hp() == 0 then
+ if player_anim[name] ~= ANIM_DEATH then
+ -- TODO: The death animation currently loops, we must make it play only once then stay at the last frame somehow
+ pl:set_animation({x=anim.death_START, y=anim.death_END}, animation_speed_modified, animation_blend)
+ player_anim[name] = ANIM_DEATH
+ end
+ elseif walking and controls.LMB then
if player_anim[name] ~= ANIM_WALK_MINE then
pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_modified, animation_blend)
player_anim[name] = ANIM_WALK_MINE