newhand/init.lua

66 lines
1.8 KiB
Lua

newhand = {}
function newhand.register_hand(name, texture)
minetest.register_node(name, {
description = "",
tiles = {texture},
inventory_image = "newhand_inv.png",
on_place = function(itemstack, placer, pointed_thing)
if minetest.get_node(pointed_thing.under).name == "default:chest_locked" then
minetest.item_place(itemstack, placer, pointed_thing, param2)
end
end,
visual_scale = 1,
wield_scale = {x=1,y=1,z=1},
paramtype = "light",
drawtype = "mesh",
mesh = "hand.b3d",
node_placement_prediction = "",
use_texture_alpha = "clip"
})
end
local oldhand = {}
function newhand.set_hand(player, hand)
local name = player:get_player_name()
if hand ~= oldhand[name] then
if hand and minetest.registered_nodes[hand] then
player:get_inventory():set_size("hand", 1)
player:get_inventory():set_stack("hand", 1, hand)
else
player:get_inventory():set_size("hand", 0)
end
end
oldhand[name] = hand
end
--simple skins is enabled
if minetest.get_modpath("simple_skins") then
--generate a node for every skin
for _,texture in pairs(skins.list) do
newhand.register_hand("newhand:"..texture, texture..".png")
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 skin = skins.skins[player:get_player_name()]
newhand.set_hand(player, "newhand:"..skin)
end
end)
--do default skin if no skin mod installed
else
newhand.register_hand("newhand:hand", "character.png")
minetest.register_on_joinplayer(function(player)
newhand.set_hand(player, "newhand:hand")
end)
end