Fix crashing in modern MT versions
parent
004e19acc0
commit
49745879d6
70
init.lua
70
init.lua
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@ -1,3 +1,8 @@
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local get_connected_players = minetest.get_connected_players
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local clock = os.clock
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local pairs = pairs
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controls = {}
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controls.players = {}
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@ -16,19 +21,24 @@ function controls.register_on_hold(func)
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controls.registered_on_hold[#controls.registered_on_hold+1]=func
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end
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local known_controls = {
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jump = true,
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right = true,
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left = true,
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LMB = true,
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RMB = true,
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sneak = true,
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aux1 = true,
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down = true,
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up = true,
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}
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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controls.players[name] = {
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jump={false},
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right={false},
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left={false},
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LMB={false},
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RMB={false},
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sneak={false},
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aux1={false},
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down={false},
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up={false}
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}
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controls.players[name] = {}
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for cname,_ in pairs(known_controls) do
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controls.players[name][cname] = { false }
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end
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end)
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minetest.register_on_leaveplayer(function(player)
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@ -37,26 +47,30 @@ minetest.register_on_leaveplayer(function(player)
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end)
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minetest.register_globalstep(function(dtime)
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for _, player in pairs(minetest.get_connected_players()) do
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for _, player in pairs(get_connected_players()) do
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local player_name = player:get_player_name()
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local player_controls = player:get_player_control()
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for cname, cbool in pairs(player_controls) do
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--Press a key
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if cbool==true and controls.players[player_name][cname][1]==false then
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for _, func in pairs(controls.registered_on_press) do
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func(player, cname)
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if controls.players[player_name] then
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for cname, cbool in pairs(player_controls) do
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if known_controls[cname] == true then
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--Press a key
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if cbool == true and controls.players[player_name][cname][1] == false then
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for _, func in pairs(controls.registered_on_press) do
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func(player, cname)
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end
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controls.players[player_name][cname] = {true, clock()}
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elseif cbool == true and controls.players[player_name][cname][1] == true then
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for _, func in pairs(controls.registered_on_hold) do
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func(player, cname, clock()-controls.players[player_name][cname][2])
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end
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--Release a key
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elseif cbool == false and controls.players[player_name][cname][1] == true then
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for _, func in pairs(controls.registered_on_release) do
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func(player, cname, clock()-controls.players[player_name][cname][2])
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end
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controls.players[player_name][cname] = {false}
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end
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end
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controls.players[player_name][cname] = {true, os.clock()}
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elseif cbool==true and controls.players[player_name][cname][1]==true then
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for _, func in pairs(controls.registered_on_hold) do
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func(player, cname, os.clock()-controls.players[player_name][cname][2])
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end
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--Release a key
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elseif cbool==false and controls.players[player_name][cname][1]==true then
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for _, func in pairs(controls.registered_on_release) do
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func(player, cname, os.clock()-controls.players[player_name][cname][2])
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end
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controls.players[player_name][cname] = {false}
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end
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end
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end
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