update player model remove vertial 1 node offset on newer engines only

* Player model: Remove vertical 1 node offset for new engines, but
  Required due to the settable player collision box engine feature
  change for MT/MTG v0.5.0 that breaks compatibility with old client
  so due that this commit will added backguard compatibility
* Autodetec minetest versoin engine and provide right model
  character, update player code to provide compatibility with player_api
master
mckaygerhard 2023-07-31 01:46:57 -04:00
parent c3edca70aa
commit 3b5cbef652
9 changed files with 86 additions and 27 deletions

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@ -23,3 +23,27 @@ LIGHT_MAX = default.LIGHT_MAX
-- Formspecs
default.gui_suvival_form = default.gui_survival_form
default.gui_bg = ""
default.gui_bg_img = ""
default.gui_slots = ""
-- Players
if minetest.get_modpath("player_api") then
default.registered_player_models = player_api.registered_models
default.player_register_model = player_api.register_model
default.player_attached = player_api.player_attached
default.player_get_animation = player_api.get_animation
default.player_set_model = player_api.set_model
default.player_set_textures = player_api.set_textures
default.player_set_animation = player_api.set_animation
else
player_api = {}
player_api.registered_models = default.registered_player_models
player_api.register_model = default.player_register_model
player_api.player_attached = default.player_attached
player_api.get_animation = default.player_get_animation
player_api.set_model = default.player_set_model
player_api.set_textures = default.player_set_textures
player_api.set_animation = default.player_set_animation
end

2
mods/default/mod.conf Normal file
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@ -0,0 +1,2 @@
name = default
description = Minetest Game mod: default

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@ -4,6 +4,17 @@
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0
local modelchar
local is_50 = minetest.has_feature("object_use_texture_alpha") or nil
if is_50 then
modelchar = "character50.b3d"
eyeheithg = 1.47
else
modelchar = "character40.b3d"
eyeheithg = 1.625
end
default.registered_player_models = { }
@ -14,22 +25,6 @@ function default.player_register_model(name, def)
models[name] = def
end
-- Default player appearance
default.player_register_model("character.b3d", {
animation_speed = 30,
textures = {"character.png", },
animations = {
-- Standard animations.
stand = { x= 0, y= 79, },
lay = { x=162, y=166, },
walk = { x=168, y=187, },
mine = { x=189, y=198, },
walk_mine = { x=200, y=219, },
sit = { x= 81, y=160, },
},
eye_height = 1.625,
})
-- Player stats and animations
local player_model = {}
local player_textures = {}
@ -58,15 +53,20 @@ function default.player_set_model(player, model_name)
mesh = model_name,
textures = player_textures[name] or model.textures,
visual = "mesh",
visual_size = model.visual_size or {x=1, y=1},
eye_height = model.eye_height or 1.47,
visual_size = model.visual_size or {x = 1, y = 1},
collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = model.stepheight or 0.6,
eye_height = model.eye_height or eyeheithg,
})
default.player_set_animation(player, "stand")
else
player:set_properties({
textures = { "player.png", "player_back.png", },
textures = {"player.png", "player_back.png"},
visual = "upright_sprite",
eye_height = 1.625,
visual_size = {x = 1, y = 2},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.75, 0.3},
stepheight = 0.6,
eye_height = eyeheithg,
})
end
player_model[name] = model_name
@ -74,8 +74,10 @@ end
function default.player_set_textures(player, textures)
local name = player:get_player_name()
player_textures[name] = textures
player:set_properties({textures = textures,})
local model = models[player_model[name]]
local model_textures = model and model.textures or nil
player_textures[name] = textures or model_textures
player:set_properties({textures = textures or model_textures,})
end
function default.player_set_animation(player, anim_name, speed)
@ -92,14 +94,36 @@ function default.player_set_animation(player, anim_name, speed)
player:set_animation(anim, speed or model.animation_speed, animation_blend)
end
-- Default player appearance
default.player_register_model( modelchar, {
animation_speed = 30,
textures = {"character.png", },
animations = {
-- Standard animations.
stand = {x = 0, y = 79},
lay = {x = 162, y = 166},
walk = {x = 168, y = 187},
mine = {x = 189, y = 198},
walk_mine = {x = 200, y = 219},
sit = {x = 81, y = 160},
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = 0.6,
eye_height = eyeheithg,
})
-- Update appearance when the player joins
minetest.register_on_joinplayer(function(player)
default.player_attached[player:get_player_name()] = false
default.player_set_model(player, "character.b3d")
player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
player:hud_set_hotbar_image("gui_hotbar.png")
player:hud_set_hotbar_selected_image("gui_hotbar_selected.png")
default.player_set_model(player, modelchar)
player:set_local_animation(
{x = 0, y = 79},
{x = 168, y = 187},
{x = 189, y = 198},
{x = 200, y = 219},
30
)
end)
minetest.register_on_leaveplayer(function(player)
@ -113,6 +137,15 @@ end)
local player_set_animation = default.player_set_animation
local player_attached = default.player_attached
-- Prevent knockback for attached players
local old_calculate_knockback = minetest.calculate_knockback
function minetest.calculate_knockback(player, ...)
if player_attached[player:get_player_name()] then
return 0
end
return old_calculate_knockback(player, ...)
end
-- Check each player and apply animations
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do

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