Update 'mods/minetest-3d_armor/3d_armor_stand/init.lua'
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@ -62,7 +62,7 @@ local function update_entity(pos)
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object = minetest.add_entity(pos, "3d_armor_stand:armor_entity")
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object = minetest.add_entity(pos, "3d_armor_stand:armor_entity")
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end
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end
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if object then
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if object then
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local texture = "3d_armor_trans.png"
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local texture = "trans.png"
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local textures = {}
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local textures = {}
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local meta = minetest.get_meta(pos)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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local inv = meta:get_inventory()
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@ -145,14 +145,14 @@ minetest.register_node("3d_armor_stand:top", {
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drop = "",
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drop = "",
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groups = {not_in_creative_inventory = 1},
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groups = {not_in_creative_inventory = 1},
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on_blast = function() end,
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on_blast = function() end,
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tiles = {"3d_armor_trans.png"},
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tiles = {"trans.png"},
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})
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})
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minetest.register_node("3d_armor_stand:armor_stand", {
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minetest.register_node("3d_armor_stand:armor_stand", {
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description = S("Armor stand"),
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description = S("Armor stand"),
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drawtype = "mesh",
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drawtype = "mesh",
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mesh = "3d_armor_stand.obj",
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mesh = "3d_armor_stand.obj",
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tiles = {"3d_armor_stand.png"},
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tiles = {"armor_stand.png"},
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paramtype = "light",
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paramtype = "light",
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paramtype2 = "facedir",
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paramtype2 = "facedir",
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walkable = false,
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walkable = false,
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@ -220,7 +220,7 @@ minetest.register_node("3d_armor_stand:locked_armor_stand", {
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description = S("Locked Armor stand"),
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description = S("Locked Armor stand"),
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drawtype = "mesh",
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drawtype = "mesh",
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mesh = "3d_armor_stand.obj",
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mesh = "3d_armor_stand.obj",
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tiles = {"3d_armor_stand_locked.png"},
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tiles = {"armor_stand_locked.png"},
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paramtype = "light",
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paramtype = "light",
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paramtype2 = "facedir",
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paramtype2 = "facedir",
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walkable = false,
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walkable = false,
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@ -303,7 +303,7 @@ minetest.register_entity("3d_armor_stand:armor_entity", {
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mesh = "3d_armor_entity.obj",
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mesh = "3d_armor_entity.obj",
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visual_size = {x=1, y=1},
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visual_size = {x=1, y=1},
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collisionbox = {0,0,0,0,0,0},
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collisionbox = {0,0,0,0,0,0},
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textures = {"3d_armor_trans.png"},
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textures = {"trans.png"},
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pos = nil,
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pos = nil,
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timer = 0,
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timer = 0,
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on_activate = function(self)
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on_activate = function(self)
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