forked from MineClone5/MineClone5
Add mesh hand
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62eaf60938
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9a54383a23
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Mesh hand mod for MineClone 2.
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This mod uses a better-looking mesh for the wieldhand and applies the player skin texture to it.
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== Credits ==
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Based on 3D Hand [newhand] mod by jordan4ibanez.
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https://forum.minetest.net/viewtopic.php?t=16435
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License: CC0
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mcl_skins?
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Applies the player skin texture to the hand.
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local has_mcl_skins = minetest.get_modpath("mcl_skins") ~= nil
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-- mcl_skins is enabled
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if has_mcl_skins == true then
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--generate a node for every skin
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for _,texture in pairs(mcl_skins.list) do
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minetest.register_node("mcl_meshhand:"..texture, {
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description = "",
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tiles = {texture..".png"},
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inventory_image = "blank.png",
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visual_scale = 1,
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wield_scale = {x=1,y=1,z=1},
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paramtype = "light",
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drawtype = "mesh",
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mesh = "mcl_meshhand.b3d",
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node_placement_prediction = "",
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})
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end
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--change the player's hand to their skin
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minetest.register_on_joinplayer(function(player)
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local skin = mcl_skins.skins[player:get_player_name()]
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player:get_inventory():set_stack("hand", 1, "mcl_meshhand:"..skin)
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end)
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mcl_skins.register_on_set_skin(function(player, skin)
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local name = player:get_player_name()
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player:get_inventory():set_stack("hand", 1, "mcl_meshhand:"..skin)
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end)
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--do default skin if no skin mod installed
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else
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minetest.register_node("mcl_meshhand:hand", {
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description = "",
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tiles = {"character.png"},
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inventory_image = "blank.png",
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visual_scale = 1,
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wield_scale = {x=1,y=1,z=1},
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paramtype = "light",
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drawtype = "mesh",
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mesh = "mcl_meshhand.b3d",
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node_placement_prediction = "",
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})
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minetest.register_on_joinplayer(function(player)
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player:get_inventory():set_stack("hand", 1, "mcl_meshhand:hand")
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end)
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end
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name = mcl_meshhand
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Binary file not shown.
Binary file not shown.
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-- Skins for MineClone 2
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-- Skins for MineClone 2
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mcl_skins = {
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mcl_skins = {
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skins = {}, previews = {}, meta = {},
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skins = {}, list = {}, previews = {}, meta = {},
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modpath = minetest.get_modpath("mcl_skins"),
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modpath = minetest.get_modpath("mcl_skins"),
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skin_count = 0, -- counter of _custom_ skins (all skins except character.png)
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skin_count = 0, -- counter of _custom_ skins (all skins except character.png)
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}
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}
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@ -14,6 +14,8 @@ local S, NS = dofile(mcl_skins.modpath .. "/intllib.lua")
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-- load skin list and metadata
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-- load skin list and metadata
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local id, f, data, skin = 1
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local id, f, data, skin = 1
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mcl_skins.list[0] = "character"
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while true do
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while true do
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skin = "character_" .. id
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skin = "character_" .. id
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@ -23,11 +25,13 @@ while true do
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-- escape loop if not found and remove last entry
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-- escape loop if not found and remove last entry
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if not f then
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if not f then
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mcl_skins.list[id] = nil
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id = id - 1
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id = id - 1
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break
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break
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end
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end
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f:close()
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f:close()
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table.insert(mcl_skins.list, skin)
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-- does metadata exist for that skin file ?
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-- does metadata exist for that skin file ?
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f = io.open(mcl_skins.modpath .. "/meta/" .. skin .. ".txt")
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f = io.open(mcl_skins.modpath .. "/meta/" .. skin .. ".txt")
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@ -52,7 +56,7 @@ mcl_skins.set_player_skin = function(player, skin_id)
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return false
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return false
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end
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end
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local playername = player:get_player_name()
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local playername = player:get_player_name()
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local skin, preview
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local skin, skin_file, preview
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if skin_id == nil or type(skin_id) ~= "number" or skin_id < 0 or skin_id > mcl_skins.skin_count then
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if skin_id == nil or type(skin_id) ~= "number" or skin_id < 0 or skin_id > mcl_skins.skin_count then
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return false
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return false
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elseif skin_id == 0 then
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elseif skin_id == 0 then
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@ -62,17 +66,21 @@ mcl_skins.set_player_skin = function(player, skin_id)
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skin = "character_" .. tostring(skin_id)
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skin = "character_" .. tostring(skin_id)
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preview = "player_" .. tostring(skin_id)
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preview = "player_" .. tostring(skin_id)
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end
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end
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skin_file = skin .. ".png"
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mcl_skins.skins[playername] = skin
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mcl_skins.skins[playername] = skin
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mcl_skins.previews[playername] = preview
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mcl_skins.previews[playername] = preview
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player:set_attribute("mcl_skins:skin_id", tostring(skin_id))
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player:set_attribute("mcl_skins:skin_id", tostring(skin_id))
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mcl_skins.update_player_skin(player)
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mcl_skins.update_player_skin(player)
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if minetest.get_modpath("3d_armor") then
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if minetest.get_modpath("3d_armor") then
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armor.textures[playername].skin = skin .. ".png"
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armor.textures[playername].skin = skin_file
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armor:update_player_visuals(player)
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armor:update_player_visuals(player)
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end
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end
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if minetest.get_modpath("mcl_inventory") then
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if minetest.get_modpath("mcl_inventory") then
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mcl_inventory.update_inventory_formspec(player)
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mcl_inventory.update_inventory_formspec(player)
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end
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end
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for i=1, #mcl_skins.registered_on_set_skins do
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mcl_skins.registered_on_set_skins[i](player, skin)
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end
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minetest.log("action", "[mcl_skins] Player skin for "..playername.." set to skin #"..skin_id)
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minetest.log("action", "[mcl_skins] Player skin for "..playername.." set to skin #"..skin_id)
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return true
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return true
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end
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end
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end
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end
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end)
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end)
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mcl_skins.registered_on_set_skins = {}
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mcl_skins.register_on_set_skin = function(func)
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table.insert(mcl_skins.registered_on_set_skins, func)
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end
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-- command to set player skin (usually for custom skins)
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-- command to set player skin (usually for custom skins)
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minetest.register_chatcommand("setskin", {
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minetest.register_chatcommand("setskin", {
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params = "[<player>] <skin number>",
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params = "[<player>] <skin number>",
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