fixed animation issue, fixed problem with inventory property changes
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parent
fe7313975f
commit
1833fa18c7
@ -82,6 +82,7 @@ local function initialize_animation_tracking_data(self)
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frames = {x=0,y=0},
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frames = {x=0,y=0},
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current_frame = 0,
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current_frame = 0,
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}
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}
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self:clear_animation()
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self.player_rotation = vector.new(self.properties.initial_vertical_rotation,0,0)
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self.player_rotation = vector.new(self.properties.initial_vertical_rotation,0,0)
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self.animation_rotation = vector.new()
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self.animation_rotation = vector.new()
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self.animation_translation = vector.new()
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self.animation_translation = vector.new()
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@ -260,7 +261,7 @@ local function reregister_item(self, props)
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local old_on_use = item_def.on_use
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local old_on_use = item_def.on_use
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local old_on_s_use = item_def.on_secondary_use
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local old_on_s_use = item_def.on_secondary_use
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local old_on_drop = item_def.on_drop
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local old_on_drop = item_def.on_drop
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self.properties.inventory_image = item_def.inventory_image
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self.properties.inventory.inventory_image = item_def.inventory_image
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--override the item to hook in controls. (on_drop needed)
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--override the item to hook in controls. (on_drop needed)
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minetest.override_item(self.itemstring, {
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minetest.override_item(self.itemstring, {
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on_use = function(itemstack, user, pointed_thing)
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on_use = function(itemstack, user, pointed_thing)
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@ -155,7 +155,7 @@ local gun_default = {
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},
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},
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--- `string` (optional) inventory image for when the gun has no magazine
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--- `string` (optional) inventory image for when the gun has no magazine
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inventory_image_magless = nil,
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inventory_image_magless = nil,
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--- `string` inventory image for when the gun is loaded. This is added automatically during construction.
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--- `string` inventory image for when the gun is loaded. This is added automatically during construction as the item's wield image.
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inventory_image = nil,
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inventory_image = nil,
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--[[part_slots = {
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--[[part_slots = {
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underbarrel = {
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underbarrel = {
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