1
0
Fork 0

Chests now open 90 degrees, regardless

- Removed 'block' check with chests, they will always open 90 degrees regardless of what's behind them
This commit is contained in:
ZeDique la Ruleta 2021-03-16 23:10:34 -04:00
parent b82da05590
commit 6c49c46697
1 changed files with 6 additions and 11 deletions

View File

@ -11,10 +11,8 @@ local entity_animations = {
}, },
chest = { chest = {
speed = 25, speed = 25,
open = {x = 0, y = 10}, open = {x = 0, y = 7},
open_partly = {x = 0, y = 7}, close = {x = 13, y = 20},
close = {x = 10, y = 20},
close_partly = {x = 13, y = 20},
} }
} }
@ -34,15 +32,14 @@ minetest.register_entity("mcl_chests:chest", {
self.object:set_animation(anim, anim_table.speed, 0, false) self.object:set_animation(anim, anim_table.speed, 0, false)
end, end,
open = function(self, playername, partly) open = function(self, playername)
self.players[playername] = true self.players[playername] = true
if not self.is_open then if not self.is_open then
self:set_animation(partly and "open_partly" or "open") self:set_animation("open")
minetest.sound_play(self.sound_prefix .. "_open", { minetest.sound_play(self.sound_prefix .. "_open", {
pos = self.node_pos, pos = self.node_pos,
}) })
self.is_open = true self.is_open = true
self.opened_partly = partly
end end
end, end,
@ -53,12 +50,11 @@ minetest.register_entity("mcl_chests:chest", {
for _ in pairs(playerlist) do for _ in pairs(playerlist) do
return return
end end
self:set_animation(self.opened_partly and "close_partly" or "close") self:set_animation("close")
minetest.sound_play(self.sound_prefix .. "_close", { minetest.sound_play(self.sound_prefix .. "_close", {
pos = self.node_pos, pos = self.node_pos,
}) })
self.is_open = false self.is_open = false
self.opened_partly = false
end end
end, end,
@ -179,8 +175,7 @@ local player_chest_open = function(player, pos, node_name, textures, param2, dou
open_chests[name] = {pos = pos, node_name = node_name, textures = textures, param2 = param2, double = double, sound = sound, mesh = mesh, shulker = shulker} open_chests[name] = {pos = pos, node_name = node_name, textures = textures, param2 = param2, double = double, sound = sound, mesh = mesh, shulker = shulker}
if animate_chests then if animate_chests then
local dir = minetest.facedir_to_dir(param2) local dir = minetest.facedir_to_dir(param2)
local blocked = not shulker and (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)) find_or_create_entity(pos, node_name, textures, param2, double, sound, mesh, shulker and "shulker" or "chest", dir):open(name)
find_or_create_entity(pos, node_name, textures, param2, double, sound, mesh, shulker and "shulker" or "chest", dir):open(name, blocked)
end end
end end