local tsf = entity.transform local body = entity.rigidbody local rig = entity.skeleton local mob = entity:require_component("core:mob") local itemid = 0 local itemIndex = rig:index("item") local function refresh_model(id) itemid = id rig:set_model(itemIndex, item.model_name(itemid)) rig:set_matrix(itemIndex, mat4.rotate({0, 1, 0}, -80)) end function on_render() local pid = entity:get_player() if pid == -1 then return end local rx, _, _ = player.get_rot(pid, pid ~= hud.get_player()) local dir = vec2.rotate({0, -1}, -rx) mob.set_dir({dir[1], 0, dir[2]}) local invid, slotid = player.get_inventory(pid) local id, _ = inventory.get(invid, slotid) if id ~= itemid then refresh_model(id) end end