newhand/init.lua

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--print(dump(skins.list))
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local simple_skins = minetest.get_modpath("simple_skins") ~= nil
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--simple skins is enabled
if simple_skins == true then
newhand_oldskin = {}
--generate a node for every skin
for _,texture in pairs(skins.list) do
minetest.register_node("newhand:"..texture, {
description = "",
tiles = {texture..".png"},
inventory_image = "newhand_inv.png",
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on_place = function(itemstack, placer, pointed_thing)
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if minetest.get_node(pointed_thing.under).name == "default:chest_locked" then
minetest.item_place(itemstack, placer, pointed_thing, param2)
end
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end,
visual_scale = 1,
wield_scale = {x=1,y=1,z=1},
paramtype = "light",
drawtype = "mesh",
mesh = "hand.b3d",
node_placement_prediction = "",
})
end
--change the player's hand to their skin
minetest.register_on_joinplayer(function(player)
local skin = skins.skins[player:get_player_name()]
player:get_inventory():set_stack("hand", 1, "newhand:"..skin)
end)
--check to update the skin
minetest.register_globalstep(function(dtime)
for _,player in ipairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local skin = skins.skins[name]
if skin ~= newhand_oldskin[name] then
player:get_inventory():set_stack("hand", 1, "newhand:"..skin)
end
newhand_oldskin[name] = skin
end
end)
--do default skin if no skin mod installed
else
minetest.register_node("newhand:hand", {
description = "",
tiles = {"character.png"},
inventory_image = "newhand_inv.png",
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on_place = function(itemstack, placer, pointed_thing)
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if minetest.get_node(pointed_thing.under).name == "default:chest_locked" then
minetest.item_place(itemstack, placer, pointed_thing, param2)
end
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end,
visual_scale = 1,
wield_scale = {x=1,y=1,z=1},
paramtype = "light",
drawtype = "mesh",
mesh = "hand.b3d",
node_placement_prediction = "",
})
minetest.register_on_joinplayer(function(player)
player:get_inventory():set_stack("hand", 1, "newhand:hand")
end)
end