Merge pull request 'Remove image stack wieldview' (#2333) from MrRar/MineClone2:wieldview into master
Reviewed-on: MineClone2/MineClone2#2333 Reviewed-by: cora <cora@noreply.git.minetest.land>
This commit is contained in:
commit
26a4b3d895
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@ -390,7 +390,7 @@ minetest.register_tool("mcl_fishing:fishing_rod", {
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_doc_items_usagehelp = S("Rightclick to launch the bobber. When it sinks right-click again to reel in an item. Who knows what you're going to catch?"),
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groups = { tool=1, fishing_rod=1, enchantability=1 },
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inventory_image = "mcl_fishing_fishing_rod.png",
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wield_image = "mcl_fishing_fishing_rod.png^[transformR270",
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wield_image = "mcl_fishing_fishing_rod.png^[transformFY^[transformR90",
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wield_scale = { x = 1.5, y = 1.5, z = 1 },
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stack_max = 1,
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on_place = fish,
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@ -227,6 +227,7 @@ filled_wield_def.drawtype = "mesh"
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filled_wield_def.node_placement_prediction = ""
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filled_wield_def.range = minetest.registered_items[""].range
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filled_wield_def.on_place = mcl_util.call_on_rightclick
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filled_wield_def._mcl_wieldview_item = "mcl_maps:filled_map"
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for _, texture in pairs(mcl_skins.list) do
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local def = table.copy(filled_wield_def)
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@ -321,7 +321,7 @@ minetest.register_tool("mcl_mobitems:carrot_on_a_stick", {
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_tt_help = S("Lets you ride a saddled pig"),
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_doc_items_longdesc = S("A carrot on a stick can be used on saddled pigs to ride them."),
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_doc_items_usagehelp = S("Place it on a saddled pig to mount it. You can now ride the pig like a horse. Pigs will also walk towards you when you just wield the carrot on a stick."),
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wield_image = "mcl_mobitems_carrot_on_a_stick.png",
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wield_image = "mcl_mobitems_carrot_on_a_stick.png^[transformFY^[transformR90",
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inventory_image = "mcl_mobitems_carrot_on_a_stick.png",
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groups = { transport = 1 },
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_mcl_toollike_wield = true,
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@ -31,12 +31,12 @@ minetest.register_tool("mcl_shields:shield", {
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shield = 1,
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weapon = 1,
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enchantability = -1,
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no_wieldview = 1,
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offhand_item = 1,
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},
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sound = {breaks = "default_tool_breaks"},
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_repair_material = "group:wood",
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wield_scale = vector.new(2, 2, 2),
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_mcl_wieldview_item = "",
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})
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local function wielded_item(obj, i)
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@ -438,7 +438,6 @@ for _, colortab in pairs(mcl_banners.colors) do
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shield = 1,
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weapon = 1,
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enchantability = -1,
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no_wieldview = 1,
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not_in_creative_inventory = 1,
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offhand_item = 1,
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},
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@ -446,6 +445,7 @@ for _, colortab in pairs(mcl_banners.colors) do
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_repair_material = "group:wood",
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wield_scale = vector.new(2, 2, 2),
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_shield_color = colortab[4],
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_mcl_wieldview_item = "",
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})
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local banner = "mcl_banners:banner_item_" .. color
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@ -103,10 +103,6 @@ function mcl_player.player_set_armor(player, texture)
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set_texture(player, 2, texture)
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end
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function mcl_player.player_set_wielditem(player, texture)
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set_texture(player, 3, texture)
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end
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function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
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local name = player:get_player_name()
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local model = player_model[name]
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@ -359,15 +359,17 @@ minetest.register_globalstep(function(dtime)
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end
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if wielded_def and wielded_def._mcl_toollike_wield then
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,4.7,3.1), vector.new(-90,225,90))
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elseif string.find(wielded:get_name(), "mcl_bows:bow") then
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set_bone_position_conditional(player,"Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
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set_bone_position_conditional(player,"Wield_Item", vector.new(1,4,0), vector.new(90,130,115))
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
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set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(64,90,0))
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,73))
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
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set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(90,90,0))
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,45))
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elseif wielded_def.inventory_image == "" then
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,6,2), vector.new(180,-45,0))
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else
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set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.3,2), vector.new(90,0,0))
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end
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-- controls right and left arms pitch when shooting a bow or blocking
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@ -1,21 +1,13 @@
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[mod] visible wielded items [wieldview]
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[mod] visible wielded items [mcl_wieldview]
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=======================================
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Makes hand wielded items visible to other players.
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default settings: [minetest.conf]
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# Set number of seconds between visible wielded item updates.
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wieldview_update_time = 2
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# Show nodes as tiles, disabled by default
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wieldview_node_tiles = false
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Info for modders
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################
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Wield image transformation: To apply a simple transformation to the item in
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hand, add the group “wieldview_transform” to the item definition. The group
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rating equals one of the numbers used for the [transform texture modifier
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of the Lua API.
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Register an item with the property "_mcl_wieldview_item" to change the third person wield view appearance of the item.
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"_mcl_wieldview_item" should be set to an item name that will be shown by the wield view instead of the item.
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If you use an empty string, nothing will be shown.
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@ -1,126 +1,64 @@
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local get_connected_players = minetest.get_connected_players
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local get_item_group = minetest.get_item_group
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mcl_wieldview = {
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players = {}
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}
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function mcl_wieldview.get_item_texture(itemname)
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if itemname == "" or minetest.get_item_group(itemname, "no_wieldview") ~= 0 then
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return
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end
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local def = minetest.registered_items[itemname]
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if not def then
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return
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end
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local inv_image = def.inventory_image
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if inv_image == "" then
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return
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end
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local texture = inv_image
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local transform = get_item_group(itemname, "wieldview_transform")
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if transform then
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-- This actually works with groups ratings because transform1, transform2, etc.
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-- have meaning and transform0 is used for identidy, so it can be ignored
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texture = texture .. "^[transform" .. transform
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end
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return texture
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end
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function mcl_wieldview.update_wielded_item(player)
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if not player then
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return
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end
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local itemstack = player:get_wielded_item()
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local itemname = itemstack:get_name()
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local def = mcl_wieldview.players[player]
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if def.item == itemname then
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return
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end
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def.item = itemname
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def.texture = mcl_wieldview.get_item_texture(itemname) or "blank.png"
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mcl_player.player_set_wielditem(player, def.texture)
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end
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minetest.register_on_joinplayer(function(player)
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mcl_wieldview.players[player] = {item = "", texture = "blank.png"}
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minetest.after(0, function()
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if not player:is_player() then
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return
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end
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mcl_wieldview.update_wielded_item(player)
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local itementity = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldnode")
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itementity:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 0, 45))
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itementity:get_luaentity().wielder = player
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end)
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end)
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minetest.register_on_leaveplayer(function(player)
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mcl_wieldview.players[player] = nil
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end)
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minetest.register_globalstep(function()
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local players = get_connected_players()
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for i = 1, #players do
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mcl_wieldview.update_wielded_item(players[i])
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end
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end)
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minetest.register_entity("mcl_wieldview:wieldnode", {
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minetest.register_entity("mcl_wieldview:wieldview", {
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initial_properties = {
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hp_max = 1,
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visual = "wielditem",
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physical = false,
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textures = {""},
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automatic_rotate = 1.5,
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is_visible = true,
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is_visible = false,
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pointable = false,
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collide_with_objects = false,
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static_save = false,
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collisionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
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selectionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
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visual_size = {x = 0.21, y = 0.21},
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},
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itemstring = "",
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on_step = function(self)
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if self.wielder:is_player() then
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local def = mcl_wieldview.players[self.wielder]
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local itemstring = def.item
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if self.itemstring ~= itemstring then
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local itemdef = minetest.registered_items[itemstring]
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self.object:set_properties({glow = itemdef and itemdef.light_source or 0})
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-- wield item as cubic
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if def.texture == "blank.png" then
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self.object:set_properties({textures = {itemstring}})
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-- wield item as flat
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else
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self.object:set_properties({textures = {""}})
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end
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if minetest.get_item_group(itemstring, "no_wieldview") ~= 0 then
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self.object:set_properties({textures = {""}})
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end
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self.itemstring = itemstring
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end
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else
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self.object:remove()
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end
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end,
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}
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})
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local wieldview_luaentites = {}
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local function update_wieldview_entity(player)
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local luaentity = wieldview_luaentites[player]
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if luaentity and luaentity.object:get_yaw() then
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local item = player:get_wielded_item():get_name()
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if item == luaentity._item then return end
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luaentity._item = item
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local def = player:get_wielded_item():get_definition()
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if def and def._mcl_wieldview_item then
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item = def._mcl_wieldview_item
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end
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local item_def = minetest.registered_items[item]
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luaentity.object:set_properties({
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glow = item_def and item_def.light_source or 0,
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wield_item = item,
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is_visible = item ~= ""
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})
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else
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-- If the player is running through an unloaded area,
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-- the wieldview entity will sometimes get unloaded.
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-- This code path is also used to initalize the wieldview.
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-- Creating entites from minetest.register_on_joinplayer
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-- is unreliable as of Minetest 5.6
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local obj_ref = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldview")
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if not obj_ref then return end
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obj_ref:set_attach(player, "Wield_Item")
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--obj_ref:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 45, 90))
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wieldview_luaentites[player] = obj_ref:get_luaentity()
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end
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end
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minetest.register_on_leaveplayer(function(player)
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if wieldview_luaentites[player] then
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wieldview_luaentites[player].object:remove()
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end
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wieldview_luaentites[player] = nil
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end)
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minetest.register_globalstep(function(dtime)
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local players = minetest.get_connected_players()
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for i, player in pairs(players) do
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update_wieldview_entity(player)
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end
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end)
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@ -1,4 +1,4 @@
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name = mcl_wieldview
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author = stujones11
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description = Makes hand wielded items visible to other players.
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depends = mcl_player
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depends = mcl_armor, mcl_playerplus
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