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Elias Åström 2021-03-17 09:12:23 +01:00
commit 5c3bb22036
3 changed files with 9 additions and 14 deletions

View File

@ -149,8 +149,8 @@ armor.set_player_armor = function(self, player)
if level then if level then
local texture = def.texture or item:gsub("%:", "_") local texture = def.texture or item:gsub("%:", "_")
local enchanted_addition = (mcl_enchanting.is_enchanted(item) and mcl_enchanting.overlay or "") local enchanted_addition = (mcl_enchanting.is_enchanted(item) and mcl_enchanting.overlay or "")
table.insert(textures, "("..texture..".png"..enchanted_addition..")") table.insert(textures, texture..".png"..enchanted_addition)
preview = "(player.png^[opacity:0^"..texture.."_preview.png"..enchanted_addition..")"..(preview and "^"..preview or "") preview = "player.png^[opacity:0^"..texture.."_preview.png"..enchanted_addition..""..(preview and "^"..preview or "")
armor_level = armor_level + level armor_level = armor_level + level
items = items + 1 items = items + 1
mcl_armor_points = mcl_armor_points + (def.groups["mcl_armor_points"] or 0) mcl_armor_points = mcl_armor_points + (def.groups["mcl_armor_points"] or 0)

View File

@ -302,7 +302,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
self._z_rotation = math.random(30, -30) self._z_rotation = math.random(30, -30)
self._y_rotation = math.random(30, -30) self._y_rotation = math.random(30, -30)
self.object:set_attach(obj, self._attach_parent, {x=self._x_position,y=self._y_position,z=random_arrow_positions('z', placement)}, {x=0,y=self._rotation_station + self._y_rotation,z=self._z_rotation}) self.object:set_attach(obj, self._attach_parent, {x=self._x_position,y=self._y_position,z=random_arrow_positions('z', placement)}, {x=0,y=self._rotation_station + self._y_rotation,z=self._z_rotation})
minetest.after(60, function() minetest.after(150, function()
self.object:remove() self.object:remove()
end) end)
end end

View File

@ -11,10 +11,8 @@ local entity_animations = {
}, },
chest = { chest = {
speed = 25, speed = 25,
open = {x = 0, y = 10}, open = {x = 0, y = 7},
open_partly = {x = 0, y = 7}, close = {x = 13, y = 20},
close = {x = 10, y = 20},
close_partly = {x = 13, y = 20},
} }
} }
@ -34,15 +32,14 @@ minetest.register_entity("mcl_chests:chest", {
self.object:set_animation(anim, anim_table.speed, 0, false) self.object:set_animation(anim, anim_table.speed, 0, false)
end, end,
open = function(self, playername, partly) open = function(self, playername)
self.players[playername] = true self.players[playername] = true
if not self.is_open then if not self.is_open then
self:set_animation(partly and "open_partly" or "open") self:set_animation("open")
minetest.sound_play(self.sound_prefix .. "_open", { minetest.sound_play(self.sound_prefix .. "_open", {
pos = self.node_pos, pos = self.node_pos,
}) })
self.is_open = true self.is_open = true
self.opened_partly = partly
end end
end, end,
@ -53,12 +50,11 @@ minetest.register_entity("mcl_chests:chest", {
for _ in pairs(playerlist) do for _ in pairs(playerlist) do
return return
end end
self:set_animation(self.opened_partly and "close_partly" or "close") self:set_animation("close")
minetest.sound_play(self.sound_prefix .. "_close", { minetest.sound_play(self.sound_prefix .. "_close", {
pos = self.node_pos, pos = self.node_pos,
}) })
self.is_open = false self.is_open = false
self.opened_partly = false
end end
end, end,
@ -179,8 +175,7 @@ local player_chest_open = function(player, pos, node_name, textures, param2, dou
open_chests[name] = {pos = pos, node_name = node_name, textures = textures, param2 = param2, double = double, sound = sound, mesh = mesh, shulker = shulker} open_chests[name] = {pos = pos, node_name = node_name, textures = textures, param2 = param2, double = double, sound = sound, mesh = mesh, shulker = shulker}
if animate_chests then if animate_chests then
local dir = minetest.facedir_to_dir(param2) local dir = minetest.facedir_to_dir(param2)
local blocked = not shulker and (back_is_blocked(pos, dir) or double and back_is_blocked(mcl_util.get_double_container_neighbor_pos(pos, param2, node_name:sub(-4)), dir)) find_or_create_entity(pos, node_name, textures, param2, double, sound, mesh, shulker and "shulker" or "chest", dir):open(name)
find_or_create_entity(pos, node_name, textures, param2, double, sound, mesh, shulker and "shulker" or "chest", dir):open(name, blocked)
end end
end end