Merge pull request 'Change function call of set_physics_override to a more modern syntax so we dont get the deprecation warnings and added linting.' (#6) from Impulse/mcl_cozy:master into master

Reviewed-on: MineClone2/mcl_cozy#6
This commit is contained in:
Mikita Wiśniewski 2024-02-22 11:19:42 +00:00
commit 1927a1aabe
2 changed files with 56 additions and 6 deletions

50
.luacheckrc Normal file
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@ -0,0 +1,50 @@
unused_args = false
allow_defined_top = true
globals = {
"minetest","mcl_tmp_message","mcl_player"
}
read_globals = {
string = {fields = {"split"}},
table = {fields = {"copy", "getn"}},
-- My mod
"mcl_cozy",
-- Builtin
"vector", "ItemStack",
"dump", "DIR_DELIM", "VoxelArea", "Settings",
-- MTG
"default", "sfinv", "creative",
-- Mineclone
"mcl_loot", "tga_encoder", "mcl_util", "flowlib", "mcl_sounds", "mcl_autogroup",
"mcl_events", "biomeinfo", "mcl_damage", "mcl_particles", "mcl_worlds", "mcl_colors",
"mcl_explosions", "mcl_vars", "controls", "walkover", "mcl_meshhand", "mcl_fovapi",
"playerphysics", "mcl_hunger", "mcl_death_drop", "mcl_playerplus",
"mcl_gamemode", "mcl_spawn", "mcl_skins", "mcl_sprint", "mcl_playerinfo",
"mcl_item_id", "tt", "mcl_craftguide", "doc", "mcl_dripping",
"mcl_entity_invs", "mcl_item_entity", "mcl_burning",
"mcl_minecarts", "pillager", "mobs_mc", "sounds",
"textures", "mcl_mobs", "mcl_paintings",
"mcl_grindstone", "mcl_walls", "mcl_bamboo",
"mcl_maps", "mcl_clock", "mcl_end", "mcl_starting_inventory",
"mcl_bows", "mcl_bows_s", "mcl_dye", "mcl_copper",
"mcl_flowerpots", "mcl_furnaces", "mcl_farming",
"mcl_campfires", "mcl_crafting_table", "mcl_doors",
"mcl_jukebox", "screwdriver", "mcl_itemframes",
"mcl_heads", "mcl_beacons", "xpanes", "mcl_enchanting",
"mcl_beds", "mcl_throwing", "mcl_banners", "mcl_mobspawners",
"mcl_cocoas", "mcl_smithing_table", "mcl_flowers",
"mcl_core", "mcl_torches", "mcl_target", "mesecon", "mcl_observers",
"mcl_sculk", "mcl_armor", "mcl_lanterns", "mcl_stairs", "mcl_bells",
"mcl_hamburger", "mcl_signs", "mcl_honey", "mcl_stonecutter", "mcl_fire",
"mcl_compass", "mcl_ocean", "mcl_fences", "mcl_buckets", "mcl_potions",
"tnt", "mcl_cherry_blossom", "mcl_portals", "mcl_chests", "mcl_shields",
"mcl_wip", "mcl_raids", "mcl_moon", "lightning", "mcl_weather",
"mcl_formspec", "mcl_death_messages", "mcl_bossbars", "awards",
"mcl_inventory", "mcl_title", "mcl_offhand", "hb", "mcl_experience",
"mcl_info", "mcl_credits", "tsm_railcorridors", "mcl_mapgen_core",
"mcl_structures", "settlements", "mcl_dungeons", "mcl_colors_official"
}

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@ -41,14 +41,14 @@ minetest.register_globalstep(function(dtime)
players[i]:get_player_control().jump == true or players[i]:get_player_control().jump == true or
players[i]:get_player_control().sneak == true) then players[i]:get_player_control().sneak == true) then
players[i]:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0}) players[i]:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
players[i]:set_physics_override(1, 1, 1) players[i]:set_physics_override({speed=1, jump=1, gravity=1})
mcl_player.player_attached[name] = false mcl_player.player_attached[name] = false
mcl_player.player_set_animation(players[i], "stand", 30) mcl_player.player_set_animation(players[i], "stand", 30)
end end
-- check the node below player (and if it's air, just unmount) -- check the node below player (and if it's air, just unmount)
if minetest.get_node(vector.offset(players[i]:get_pos(),0,-1,0)).name == "air" then if minetest.get_node(vector.offset(players[i]:get_pos(),0,-1,0)).name == "air" then
players[i]:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0}) players[i]:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
players[i]:set_physics_override(1, 1, 1) players[i]:set_physics_override({speed=1, jump=1, gravity=1})
mcl_player.player_attached[name] = false mcl_player.player_attached[name] = false
end end
end end
@ -62,13 +62,13 @@ minetest.register_chatcommand("sit", {
if minetest.get_node(vector.offset(player:get_pos(),0,-1,0)).name == "air" then return end if minetest.get_node(vector.offset(player:get_pos(),0,-1,0)).name == "air" then return end
if mcl_player.player_attached[name] then if mcl_player.player_attached[name] then
player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0}) player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
player:set_physics_override(1, 1, 1) player:set_physics_override({speed=1, jump=1, gravity=1})
mcl_player.player_attached[name] = false mcl_player.player_attached[name] = false
mcl_player.player_set_animation(player, "stand", 30) mcl_player.player_set_animation(player, "stand", 30)
print_action_stand(name) print_action_stand(name)
else else
player:set_eye_offset({x=0, y=-7, z=2}, {x=0, y=0, z=0}) player:set_eye_offset({x=0, y=-7, z=2}, {x=0, y=0, z=0})
player:set_physics_override(0, 0, 0) player:set_physics_override({speed=0, jump=0, gravity=0})
mcl_player.player_attached[name] = true mcl_player.player_attached[name] = true
mcl_player.player_set_animation(player, "sit", 30) mcl_player.player_set_animation(player, "sit", 30)
print_action_sit(name) print_action_sit(name)
@ -84,13 +84,13 @@ minetest.register_chatcommand("lay", {
if minetest.get_node(vector.offset(player:get_pos(),0,-1,0)).name == "air" then return end if minetest.get_node(vector.offset(player:get_pos(),0,-1,0)).name == "air" then return end
if mcl_player.player_attached[name] then if mcl_player.player_attached[name] then
player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0}) player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
player:set_physics_override(1, 1, 1) player:set_physics_override({speed=1, jump=1, gravity=1})
mcl_player.player_attached[name] = false mcl_player.player_attached[name] = false
mcl_player.player_set_animation(player, "stand", 30) mcl_player.player_set_animation(player, "stand", 30)
print_action_stand(name) print_action_stand(name)
else else
player:set_eye_offset({x=0, y=-13, z=0}, {x=0, y=0, z=0}) player:set_eye_offset({x=0, y=-13, z=0}, {x=0, y=0, z=0})
player:set_physics_override(0, 0, 0) player:set_physics_override({speed=0, jump=0, gravity=0})
mcl_player.player_attached[name] = true mcl_player.player_attached[name] = true
mcl_player.player_set_animation(player, "lay", 0) mcl_player.player_set_animation(player, "lay", 0)
print_action_lay(name) print_action_lay(name)