forked from Mineclonia/Mineclonia
Merge branch 'master' of https://git.minetest.land/MineClone2/MineClone2
This commit is contained in:
commit
5c3bb22036
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@ -149,8 +149,8 @@ armor.set_player_armor = function(self, player)
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if level then
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if level then
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local texture = def.texture or item:gsub("%:", "_")
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local texture = def.texture or item:gsub("%:", "_")
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local enchanted_addition = (mcl_enchanting.is_enchanted(item) and mcl_enchanting.overlay or "")
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local enchanted_addition = (mcl_enchanting.is_enchanted(item) and mcl_enchanting.overlay or "")
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table.insert(textures, "("..texture..".png"..enchanted_addition..")")
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table.insert(textures, texture..".png"..enchanted_addition)
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preview = "(player.png^[opacity:0^"..texture.."_preview.png"..enchanted_addition..")"..(preview and "^"..preview or "")
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preview = "player.png^[opacity:0^"..texture.."_preview.png"..enchanted_addition..""..(preview and "^"..preview or "")
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armor_level = armor_level + level
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armor_level = armor_level + level
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items = items + 1
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items = items + 1
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mcl_armor_points = mcl_armor_points + (def.groups["mcl_armor_points"] or 0)
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mcl_armor_points = mcl_armor_points + (def.groups["mcl_armor_points"] or 0)
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@ -302,7 +302,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
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self._z_rotation = math.random(30, -30)
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self._z_rotation = math.random(30, -30)
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self._y_rotation = math.random(30, -30)
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self._y_rotation = math.random(30, -30)
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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})
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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})
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minetest.after(60, function()
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minetest.after(150, function()
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self.object:remove()
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self.object:remove()
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end)
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end)
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end
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end
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@ -11,10 +11,8 @@ local entity_animations = {
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},
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},
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chest = {
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chest = {
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speed = 25,
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speed = 25,
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open = {x = 0, y = 10},
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open = {x = 0, y = 7},
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open_partly = {x = 0, y = 7},
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close = {x = 13, y = 20},
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close = {x = 10, y = 20},
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close_partly = {x = 13, y = 20},
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}
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}
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}
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}
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@ -34,15 +32,14 @@ minetest.register_entity("mcl_chests:chest", {
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self.object:set_animation(anim, anim_table.speed, 0, false)
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self.object:set_animation(anim, anim_table.speed, 0, false)
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end,
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end,
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open = function(self, playername, partly)
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open = function(self, playername)
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self.players[playername] = true
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self.players[playername] = true
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if not self.is_open then
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if not self.is_open then
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self:set_animation(partly and "open_partly" or "open")
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self:set_animation("open")
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minetest.sound_play(self.sound_prefix .. "_open", {
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minetest.sound_play(self.sound_prefix .. "_open", {
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pos = self.node_pos,
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pos = self.node_pos,
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})
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})
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self.is_open = true
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self.is_open = true
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self.opened_partly = partly
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end
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end
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end,
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end,
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@ -53,12 +50,11 @@ minetest.register_entity("mcl_chests:chest", {
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for _ in pairs(playerlist) do
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for _ in pairs(playerlist) do
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return
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return
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end
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end
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self:set_animation(self.opened_partly and "close_partly" or "close")
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self:set_animation("close")
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minetest.sound_play(self.sound_prefix .. "_close", {
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minetest.sound_play(self.sound_prefix .. "_close", {
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pos = self.node_pos,
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pos = self.node_pos,
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})
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})
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self.is_open = false
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self.is_open = false
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self.opened_partly = false
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end
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end
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end,
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end,
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@ -179,8 +175,7 @@ local player_chest_open = function(player, pos, node_name, textures, param2, dou
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open_chests[name] = {pos = pos, node_name = node_name, textures = textures, param2 = param2, double = double, sound = sound, mesh = mesh, shulker = shulker}
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open_chests[name] = {pos = pos, node_name = node_name, textures = textures, param2 = param2, double = double, sound = sound, mesh = mesh, shulker = shulker}
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if animate_chests then
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if animate_chests then
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local dir = minetest.facedir_to_dir(param2)
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local dir = minetest.facedir_to_dir(param2)
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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))
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find_or_create_entity(pos, node_name, textures, param2, double, sound, mesh, shulker and "shulker" or "chest", dir):open(name)
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find_or_create_entity(pos, node_name, textures, param2, double, sound, mesh, shulker and "shulker" or "chest", dir):open(name, blocked)
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end
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end
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end
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end
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