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Now the inventory view on creative is no longer set to the survival
inventory upon taking damage.
Also the initial inventory view when openning a world in creative is at
the search page, not the survival inventory page.

mcl_inventory/init.lua no longer wraps mcl_armor.update_player to also
update the inventory view. This visual update happens anyways since it
is registered to happen on a visual change with
mcl_player.register_on_visual_change .

This also fixes a small visual bug that, on creative mode, if you would
equip/unequip an armor piece, the image of the player would be updated
twice.
This commit is contained in:
CyberMango 2022-12-16 16:32:44 +02:00 committed by CyberMango
parent a6e0da0e07
commit bd38827f60
2 changed files with 1 additions and 6 deletions

View File

@ -699,6 +699,7 @@ minetest.register_on_joinplayer(function(player)
players[name].start_i = 0 players[name].start_i = 0
end end
init(player) init(player)
-- Setup initial creative inventory to the "nix" page.
mcl_inventory.set_creative_formspec(player, 0, 1, nil, false, "nix", "") mcl_inventory.set_creative_formspec(player, 0, 1, nil, false, "nix", "")
end) end)

View File

@ -169,12 +169,6 @@ minetest.register_on_joinplayer(function(player)
player:hud_set_hotbar_image("mcl_inventory_hotbar.png") player:hud_set_hotbar_image("mcl_inventory_hotbar.png")
player:hud_set_hotbar_selected_image("mcl_inventory_hotbar_selected.png") player:hud_set_hotbar_selected_image("mcl_inventory_hotbar_selected.png")
local old_update_player = mcl_armor.update_player
function mcl_armor.update_player(player, info)
old_update_player(player, info)
set_inventory(player, true)
end
-- In Creative Mode, the initial inventory setup is handled in creative.lua -- In Creative Mode, the initial inventory setup is handled in creative.lua
if not minetest.is_creative_enabled(player:get_player_name()) then if not minetest.is_creative_enabled(player:get_player_name()) then
set_inventory(player) set_inventory(player)