Merge pull request 'Remove image stack wieldview' (#295) from MrRar/MineClone5:wieldview into master

Reviewed-on: MineClone5/MineClone5#295
This commit is contained in:
kay27 2022-04-22 19:45:32 +00:00
commit 721e721427
5 changed files with 41 additions and 139 deletions

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@ -109,10 +109,6 @@ function mcl_player.player_set_armor(player, texture, preview)
set_preview(player, "armor", preview) set_preview(player, "armor", preview)
end end
function mcl_player.player_set_wielditem(player, texture)
set_texture(player, 3, texture)
end
function mcl_player.player_get_preview(player) function mcl_player.player_get_preview(player)
local preview = player:get_meta():get_string("mcl_player:skin_preview") local preview = player:get_meta():get_string("mcl_player:skin_preview")
if preview == "" then if preview == "" then

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@ -324,15 +324,17 @@ minetest.register_globalstep(function(dtime)
end end
if wielded_def and wielded_def._mcl_toollike_wield then if wielded_def and wielded_def._mcl_toollike_wield then
set_bone_position_conditional(player,"Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0)) set_bone_position_conditional(player,"Wield_Item", vector.new(0,4.7,3.1), vector.new(90,-45,90))
elseif string.find(wielded:get_name(), "mcl_bows:bow") then elseif string.find(wielded:get_name(), "mcl_bows:bow") then
set_bone_position_conditional(player,"Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20)) set_bone_position_conditional(player,"Wield_Item", vector.new(1,4,0), vector.new(90,130,115))
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(64,90,0)) set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,73))
elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(90,90,0)) set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,45))
elseif wielded_def.inventory_image == "" then
set_bone_position_conditional(player,"Wield_Item", vector.new(0,6,2), vector.new(180,-45,0))
else else
set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90)) set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.3,2), vector.new(90,0,0))
end end
-- controls right and left arms pitch when shooting a bow or blocking -- controls right and left arms pitch when shooting a bow or blocking

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@ -3,19 +3,8 @@
Makes hand wielded items visible to other players. Makes hand wielded items visible to other players.
default settings: [minetest.conf]
# Set number of seconds between visible wielded item updates.
wieldview_update_time = 2
# Show nodes as tiles, disabled by default
wieldview_node_tiles = false
Info for modders Info for modders
################ ################
Wield image transformation: To apply a simple transformation to the item in Add items to the "no_wieldview" group with a raiting of 1 and it will not be shown by the wieldview.
hand, add the group “wieldview_transform” to the item definition. The group
rating equals one of the numbers used for the [transform texture modifier
of the Lua API.

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@ -1,131 +1,47 @@
local get_connected_players = minetest.get_connected_players
local get_item_group = minetest.get_item_group local get_item_group = minetest.get_item_group
mcl_wieldview = {
players = {}
}
function mcl_wieldview.get_item_texture(itemname)
if itemname == "" or minetest.get_item_group(itemname, "no_wieldview") ~= 0 then
return
end
local def = minetest.registered_items[itemname]
if not def then
return
end
local inv_image = def.inventory_image
if inv_image == "" then
return
end
local texture = inv_image
local transform = get_item_group(itemname, "wieldview_transform")
if transform then
-- This actually works with groups ratings because transform1, transform2, etc.
-- have meaning and transform0 is used for identidy, so it can be ignored
texture = texture .. "^[transform" .. transform
end
return texture
end
function mcl_wieldview.update_wielded_item(player)
if not player then
return
end
local itemstack = player:get_wielded_item()
local itemname = itemstack:get_name()
local def = mcl_wieldview.players[player]
if def and (def.item == itemname) then
return
end
local texture = mcl_wieldview.get_item_texture(itemname) or "blank.png"
local new_def = {
item = itemname,
texture = texture,
}
mcl_wieldview.players[player] = new_def
mcl_player.player_set_wielditem(player, texture)
end
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
mcl_wieldview.players[player] = {item = "", texture = "blank.png"} if not player or not player:is_player() then
return
minetest.after(0, function()
if not player:is_player() then
return
end
mcl_wieldview.update_wielded_item(player)
local itementity = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldnode")
itementity:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 0, 45))
itementity:get_luaentity().wielder = player
end)
end)
minetest.register_on_leaveplayer(function(player)
mcl_wieldview.players[player] = nil
end)
minetest.register_globalstep(function()
local players = get_connected_players()
for i = 1, #players do
mcl_wieldview.update_wielded_item(players[i])
end end
local itementity = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldnode")
if not itementity then return end
itementity:set_attach(player, "Wield_Item", vector.new(0, 0, 0), vector.new(0, 0, 0))
--itementity:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 45, 90))
itementity:get_luaentity()._wielder = player
end) end)
minetest.register_entity("mcl_wieldview:wieldnode", { minetest.register_entity("mcl_wieldview:wieldnode", {
initial_properties = { visual = "wielditem",
hp_max = 1, physical = false,
visual = "wielditem", pointable = false,
physical = false, collide_with_objects = false,
textures = {""}, static_save = false,
automatic_rotate = 1.5, visual_size = {x = 0.21, y = 0.21},
is_visible = true,
pointable = false,
collide_with_objects = false,
static_save = false,
collisionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
selectionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
visual_size = {x = 0.21, y = 0.21},
},
itemstring = "", _item = "",
on_step = function(self) on_step = function(self)
if self.wielder:is_player() then if not self._wielder or not self._wielder:is_player() then
local def = mcl_wieldview.players[self.wielder]
local itemstring = def.item
if self.itemstring ~= itemstring then
local itemdef = minetest.registered_items[itemstring]
self.object:set_properties({glow = itemdef and itemdef.light_source or 0})
-- wield item as cubic
if def.texture == "blank.png" then
self.object:set_properties({textures = {itemstring}})
-- wield item as flat
else
self.object:set_properties({textures = {""}})
end
if minetest.get_item_group(itemstring, "no_wieldview") ~= 0 then
self.object:set_properties({textures = {""}})
end
self.itemstring = itemstring
end
else
self.object:remove() self.object:remove()
end end
local player = self._wielder
local item = player:get_wielded_item():get_name()
if item == self._item then return end
self._item = item
if get_item_group(item, "no_wieldview") ~= 0 then
item = ""
end
local item_def = minetest.registered_items[item]
self.object:set_properties({
glow = item_def and item_def.light_source or 0,
wield_item = item,
is_visible = item ~= ""
})
end, end,
}) })

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@ -1,4 +1,3 @@
name = mcl_wieldview name = mcl_wieldview
author = stujones11 author = stujones11
description = Makes hand wielded items visible to other players. description = Makes hand wielded items visible to other players.
depends = mcl_player