forked from MineClone5/MineClone5
Update Fork #9
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@ -109,10 +109,6 @@ function mcl_player.player_set_armor(player, texture, preview)
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set_preview(player, "armor", preview)
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set_preview(player, "armor", preview)
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end
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end
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function mcl_player.player_set_wielditem(player, texture)
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set_texture(player, 3, texture)
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end
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function mcl_player.player_get_preview(player)
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function mcl_player.player_get_preview(player)
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local preview = player:get_meta():get_string("mcl_player:skin_preview")
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local preview = player:get_meta():get_string("mcl_player:skin_preview")
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if preview == "" then
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if preview == "" then
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@ -324,15 +324,17 @@ minetest.register_globalstep(function(dtime)
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end
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end
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if wielded_def and wielded_def._mcl_toollike_wield then
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if wielded_def and wielded_def._mcl_toollike_wield then
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,4.7,3.1), vector.new(90,-45,90))
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elseif string.find(wielded:get_name(), "mcl_bows:bow") then
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elseif string.find(wielded:get_name(), "mcl_bows:bow") then
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set_bone_position_conditional(player,"Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
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set_bone_position_conditional(player,"Wield_Item", vector.new(1,4,0), vector.new(90,130,115))
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
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set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(64,90,0))
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,73))
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
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set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(90,90,0))
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,45))
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elseif wielded_def.inventory_image == "" then
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,6,2), vector.new(180,-45,0))
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else
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else
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set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.3,2), vector.new(90,0,0))
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end
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end
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-- controls right and left arms pitch when shooting a bow or blocking
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-- controls right and left arms pitch when shooting a bow or blocking
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@ -3,19 +3,8 @@
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Makes hand wielded items visible to other players.
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Makes hand wielded items visible to other players.
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default settings: [minetest.conf]
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# Set number of seconds between visible wielded item updates.
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wieldview_update_time = 2
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# Show nodes as tiles, disabled by default
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wieldview_node_tiles = false
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Info for modders
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Info for modders
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################
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################
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Wield image transformation: To apply a simple transformation to the item in
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Add items to the "no_wieldview" group with a raiting of 1 and it will not be shown by the wieldview.
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hand, add the group “wieldview_transform” to the item definition. The group
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rating equals one of the numbers used for the [transform texture modifier
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of the Lua API.
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@ -1,131 +1,47 @@
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local get_connected_players = minetest.get_connected_players
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local get_item_group = minetest.get_item_group
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local get_item_group = minetest.get_item_group
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mcl_wieldview = {
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players = {}
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}
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function mcl_wieldview.get_item_texture(itemname)
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if itemname == "" or minetest.get_item_group(itemname, "no_wieldview") ~= 0 then
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return
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end
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local def = minetest.registered_items[itemname]
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if not def then
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return
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end
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local inv_image = def.inventory_image
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if inv_image == "" then
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return
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end
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local texture = inv_image
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local transform = get_item_group(itemname, "wieldview_transform")
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if transform then
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-- This actually works with groups ratings because transform1, transform2, etc.
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-- have meaning and transform0 is used for identidy, so it can be ignored
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texture = texture .. "^[transform" .. transform
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end
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return texture
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end
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function mcl_wieldview.update_wielded_item(player)
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if not player then
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return
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end
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local itemstack = player:get_wielded_item()
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local itemname = itemstack:get_name()
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local def = mcl_wieldview.players[player]
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if def and (def.item == itemname) then
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return
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end
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local texture = mcl_wieldview.get_item_texture(itemname) or "blank.png"
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local new_def = {
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item = itemname,
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texture = texture,
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}
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mcl_wieldview.players[player] = new_def
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mcl_player.player_set_wielditem(player, texture)
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end
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minetest.register_on_joinplayer(function(player)
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minetest.register_on_joinplayer(function(player)
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mcl_wieldview.players[player] = {item = "", texture = "blank.png"}
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if not player or not player:is_player() then
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minetest.after(0, function()
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if not player:is_player() 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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mcl_wieldview.update_wielded_item(player)
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local itementity = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldnode")
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local itementity = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldnode")
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itementity:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 0, 45))
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if not itementity then return end
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itementity:get_luaentity().wielder = player
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itementity:set_attach(player, "Wield_Item", vector.new(0, 0, 0), vector.new(0, 0, 0))
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end)
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--itementity:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 45, 90))
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end)
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itementity:get_luaentity()._wielder = player
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minetest.register_on_leaveplayer(function(player)
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mcl_wieldview.players[player] = nil
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end)
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minetest.register_globalstep(function()
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local players = get_connected_players()
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for i = 1, #players do
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mcl_wieldview.update_wielded_item(players[i])
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end
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end)
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end)
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minetest.register_entity("mcl_wieldview:wieldnode", {
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minetest.register_entity("mcl_wieldview:wieldnode", {
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initial_properties = {
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hp_max = 1,
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visual = "wielditem",
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visual = "wielditem",
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physical = false,
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physical = false,
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textures = {""},
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automatic_rotate = 1.5,
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is_visible = true,
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pointable = false,
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pointable = false,
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collide_with_objects = false,
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collide_with_objects = false,
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static_save = false,
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static_save = false,
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collisionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
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selectionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
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visual_size = {x = 0.21, y = 0.21},
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visual_size = {x = 0.21, y = 0.21},
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},
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itemstring = "",
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_item = "",
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on_step = function(self)
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on_step = function(self)
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if self.wielder:is_player() then
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if not self._wielder or not self._wielder:is_player() then
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local def = mcl_wieldview.players[self.wielder]
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local itemstring = def.item
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if self.itemstring ~= itemstring then
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local itemdef = minetest.registered_items[itemstring]
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self.object:set_properties({glow = itemdef and itemdef.light_source or 0})
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-- wield item as cubic
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if def.texture == "blank.png" then
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self.object:set_properties({textures = {itemstring}})
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-- wield item as flat
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else
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self.object:set_properties({textures = {""}})
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end
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if minetest.get_item_group(itemstring, "no_wieldview") ~= 0 then
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self.object:set_properties({textures = {""}})
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end
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self.itemstring = itemstring
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end
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else
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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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local player = self._wielder
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local item = player:get_wielded_item():get_name()
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if item == self._item then return end
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self._item = item
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if get_item_group(item, "no_wieldview") ~= 0 then
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item = ""
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end
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local item_def = minetest.registered_items[item]
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self.object:set_properties({
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glow = item_def and item_def.light_source or 0,
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wield_item = item,
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is_visible = item ~= ""
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})
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end,
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end,
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})
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})
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@ -1,4 +1,3 @@
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name = mcl_wieldview
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name = mcl_wieldview
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author = stujones11
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author = stujones11
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description = Makes hand wielded items visible to other players.
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description = Makes hand wielded items visible to other players.
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depends = mcl_player
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