I don't play in 3rd person view, but as I often look "left and right" while walking, I find it useful to let other players know where I'm looking - that's why I was using Lone_wolf's headanim. It did less than other mods but was simpler.
I half-agree with the other comment, if you can find a cheap way to have the body slowly align with the head (or is it the opposite ?) when not walking, that would be great.
On the technical side, I'd like to see core.get_player_control_bits() for a little extra performance (it's faster to return a number than to build and return a table, even if it's the engine that does it). You'll have to use the bit.band() function to test each bit.
Also a little nitpicking: the indentations in your code are weird: they use a mix of spaces and tabs - I figured out that 1 tab=2 spaces. Configuring your editor to only use spaces for indention would readers (more a tips for other projects - people rarely look into mod code).
I don't play in 3rd person view, but as I often look "left and right" while walking, I find it useful to let other players know where I'm looking - that's why I was using Lone_wolf's headanim. It did less than other mods but was simpler.
I half-agree with the other comment, if you can find a cheap way to have the body slowly align with the head (or is it the opposite ?) when not walking, that would be great.
On the technical side, I'd like to see core.get_player_control_bits() for a little extra performance (it's faster to return a number than to build and return a table, even if it's the engine that does it). You'll have to use the bit.band() function to test each bit.
Also a little nitpicking: the indentations in your code are weird: they use a mix of spaces and tabs - I figured out that 1 tab=2 spaces. Configuring your editor to only use spaces for indention would readers (more a tips for other projects - people rarely look into mod code).