forked from VoxeLibre/VoxeLibre
Fix #1014
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@ -2,6 +2,7 @@ local S = minetest.get_translator("mcl_chests")
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local mod_doc = minetest.get_modpath("doc")
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local mod_doc = minetest.get_modpath("doc")
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-- Chest Entity
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-- Chest Entity
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local animate_chests = (minetest.settings:get_bool("animated_chests") ~= false)
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local entity_animation_speed = 25
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local entity_animation_speed = 25
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local entity_animations = {
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local entity_animations = {
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["open"] = {x = 0, y = 10},
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["open"] = {x = 0, y = 10},
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@ -163,9 +164,11 @@ end
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local player_chest_open = function(player, pos, node_name, textures, param2, double, sound, mesh)
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local player_chest_open = function(player, pos, node_name, textures, param2, double, sound, mesh)
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local name = player:get_player_name()
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local name = player:get_player_name()
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open_chests[name] = {pos = pos, node_name = node_name, textures = textures, param2 = param2, double = double, sound = sound, mesh = mesh}
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open_chests[name] = {pos = pos, node_name = node_name, textures = textures, param2 = param2, double = double, sound = sound, mesh = mesh}
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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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find_or_create_entity(pos, node_name, textures, param2, double, sound, mesh, dir):open(name, 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, dir):open(name, 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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end
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end
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end
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-- Simple protection checking functions
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-- Simple protection checking functions
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local protection_check_move = function(pos, from_list, from_index, to_list, to_index, count, player)
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local protection_check_move = function(pos, from_list, from_index, to_list, to_index, count, player)
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@ -223,7 +226,9 @@ local player_chest_close = function(player)
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if open_chest == nil then
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if open_chest == nil then
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return
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return
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end
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end
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if animate_chests then
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find_or_create_entity(open_chest.pos, open_chest.node_name, open_chest.textures, open_chest.param2, open_chest.double, open_chest.sound, open_chest.mesh):close(name)
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find_or_create_entity(open_chest.pos, open_chest.node_name, open_chest.textures, open_chest.param2, open_chest.double, open_chest.sound, open_chest.mesh):close(name)
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end
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chest_update_after_close(open_chest.pos)
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chest_update_after_close(open_chest.pos)
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open_chests[name] = nil
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open_chests[name] = nil
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@ -91,6 +91,9 @@ flame_sound (Flame sound) bool true
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# Form: Image height / Image width
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# Form: Image height / Image width
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fire_animation_frames (Fire Animation Frames) int 8
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fire_animation_frames (Fire Animation Frames) int 8
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# Whether to animate chests when open / close
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animated_chests (Animated chests) bool true
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[Experimental]
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[Experimental]
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# Whether ice is translucent. If disabled, ice is fully opaque.
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# Whether ice is translucent. If disabled, ice is fully opaque.
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#
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#
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