237 lines
6.2 KiB
Lua
237 lines
6.2 KiB
Lua
local ARMOR_LEVEL_MULTIPLIER = 1
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local ARMOR_HEAL_MULTIPLIER = 1
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local enable_damage = minetest.settings:get_bool("enable_damage")
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local armor_def = setmetatable({}, {
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__index = function()
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return setmetatable({
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groups = setmetatable({}, {
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__index = function()
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return 0
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end})
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}, {
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__index = function()
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return 0
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end
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})
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end,
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})
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local armor_textures = setmetatable({}, {
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__index = function()
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return setmetatable({}, {
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__index = function()
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return "blank.png"
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end
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})
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end
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})
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armor = {
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elements = {"head", "torso", "legs", "feet"},
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physics = {"jump", "speed", "gravity"},
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def = armor_def,
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textures = armor_textures
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}
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-- Armor Registration
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armor.register_armor = function(_, name, def)
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minetest.register_tool(name, def)
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end
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armor.register_armor_group = function(self, group, base)
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base = base or 100
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self.registered_groups[group] = base
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end
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armor.update_player_visuals = function(self, player)
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if player then
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local armor = self.textures[player:get_player_name()].armor
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player_api.set_textures(player, nil, armor)
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end
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end
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if enable_damage then
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hud.register("armor", {
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hud_elem_type = "statbar",
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position = {x = 0.5, y = 1},
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alignment = {x = -1, y = -1},
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offset = {x = -247, y = -120},
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size = {x = 24, y = 24},
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text = "3d_armor_statbar_fg.png",
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background = "3d_armor_statbar_bg.png",
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number = 0,
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max = 20,
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autohide_bg = true
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})
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end
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armor.set_player_armor = function(self, player)
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local name = player:get_player_name()
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local armor_inv = self:get_armor_inventory(player)
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if not name then
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minetest.log("error", "Failed to read player name")
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return
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elseif not armor_inv then
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minetest.log("error", "Failed to read player inventory")
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return
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end
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local armor_level = 0
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local armor_heal = 0
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local state = 0
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local count = 0
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local texture = "blank.png"
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local physics = {speed = 1, gravity = 1, jump = 1}
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local material = {type = nil, count = 1}
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local list = {"1", "3", "2", "4"}
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for _, number in pairs(list) do
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local stack = armor_inv:get_stack("armor", number)
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if stack:get_count() == 1 then
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local stack = armor_inv:get_stack("armor", number)
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local item = stack:get_name()
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if stack:get_count() == 1 then
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local def = stack:get_definition()
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for _, element in pairs(self.elements) do
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local level = def.groups["armor_"..element]
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if level then
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local tex = def.texture or item:gsub("%:", "_")
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tex = tex:gsub(".png$", "")
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texture = texture.."^"..tex..".png"
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armor_level = armor_level + level
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state = state + stack:get_wear()
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count = count + 1
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local heal = def.groups["armor_heal"] or 0
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armor_heal = armor_heal + heal
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for _, phys in pairs(self.physics) do
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local value = def.groups["physics_"..phys] or 0
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physics[phys] = physics[phys] + value
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end
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local mat = string.match(item, "%:.+_(.+)$")
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if material.name then
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if material.name == mat then
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material.count = material.count + 1
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end
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else
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material.name = mat
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end
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end
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end
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end
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end
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end
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if material.name and material.count == #self.elements then
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armor_level = armor_level * 1.1
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end
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armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
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armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
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local armor_groups = {fleshy = 100}
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if armor_level > 0 then
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armor_groups.level = math.floor(armor_level / 20)
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armor_groups.fleshy = 100 - armor_level
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end
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player:set_armor_groups(armor_groups)
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player:set_physics_override(physics)
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self.textures[name].armor = texture
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self.def[name].state = state
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self.def[name].count = count
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self.def[name].level = armor_level
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self.def[name].heal = armor_heal
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self.def[name].jump = physics.jump
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self.def[name].speed = physics.speed
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self.def[name].gravity = physics.gravity
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self:update_player_visuals(player)
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if enable_damage then
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local max_level = 95 -- full diamond armor
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local armor_lvl = math.floor(20 * (armor_level/max_level)) or 0
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hud.change_item(player, "armor", {number = armor_lvl})
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end
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end
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armor.update_armor = function(self, player)
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if not player then
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return
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end
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local name = player:get_player_name()
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local hp = player:get_hp() or 0
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if hp == 0 then
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return
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end
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local armor_inv = self:get_armor_inventory(player)
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if not armor_inv then
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minetest.log("error", "Failed to read detached inventory")
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return
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end
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local state = 0
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local count = 0
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local list = armor_inv:get_list("armor")
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if type(list) ~= "table" then
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return
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end
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for i, stack in pairs(list) do
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if stack:get_count() == 1 then
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local use = stack:get_definition().groups["armor_use"] or 0
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local item = stack:get_name()
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stack:add_wear(use)
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armor_inv:set_stack("armor", i, stack)
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state = state + stack:get_wear()
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count = count + 1
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if stack:get_count() == 0 then
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local desc = minetest.registered_tools[item].description
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if name and desc then
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minetest.chat_send_player(name, Sl("Your @1 got destroyed!", desc))
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end
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self:set_player_armor(player)
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end
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end
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end
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self:save_armor_inventory(player)
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self.def[name].state = state
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self.def[name].count = count
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end
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armor.get_armor_inventory = function(_, player)
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local name = player:get_player_name()
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if name then
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return minetest.get_inventory({type = "detached", name = name.."_armor"})
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end
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end
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armor.serialize_inventory_list = function(_, list)
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local list_table = {}
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for _, stack in ipairs(list) do
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table.insert(list_table, stack:to_string())
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end
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return minetest.serialize(list_table)
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end
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armor.deserialize_inventory_list = function(_, list_string)
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local list_table = minetest.deserialize(list_string)
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local list = {}
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for _, stack in ipairs(list_table or {}) do
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table.insert(list, ItemStack(stack))
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end
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return list
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end
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armor.load_armor_inventory = function(self, player)
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local inv = self:get_armor_inventory(player)
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if inv then
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local armor_list_string = player:get_attribute("3d_armor_inventory")
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if armor_list_string then
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inv:set_list("armor",
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self:deserialize_inventory_list(armor_list_string))
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return true
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end
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end
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end
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armor.save_armor_inventory = function(self, player)
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local inv = self:get_armor_inventory(player)
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if inv then
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player:set_attribute("3d_armor_inventory",
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self:serialize_inventory_list(inv:get_list("armor")))
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end
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end
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