mckaygerhard d7ae85b7f6 upgrade 3d_armor modpack and 3d_armor respect new player model 1 vertical node
* release 0.4.16 and integrated up to date mod with all engine compatibility
* Offset models for minetest 5.0.0 - player_api compatibility
* also set model for minetest 0.4.X - default.player compatibility
* fix break gravity for space when change armor
* update gold armor to block radiation
* upgrate to 0.4.16: sync with upstream
* call "set_player_armor" on respawn so
* use player_api to register player model, but autodetec older engine, so
  but checkout player_api existence, added features backguard compatibility
* add fire protection to nether armor, so
* added nether armor and nether shield and also
* Add Support for Generating HTML Documentation with LDoc, so
* Backported the armor fields, armor equip and unequip and armors parts
* adapt the Move armor.get_translator to API comit so
* Add missing fuel recipes for wood and cactus armor so
* added missing moreores to optional depends so
* update translations of ex and fr, add screenshot and modpack for newer engines
* update READMEs on each mod
2023-07-31 01:53:44 -04:00

100 lines
2.9 KiB
Lua

local time = 0
local update_time = tonumber(minetest.settings:get("wieldview_update_time"))
if not update_time then
update_time = 2
minetest.settings:set("wieldview_update_time", tostring(update_time))
end
local node_tiles = minetest.settings:get_bool("wieldview_node_tiles")
if not node_tiles then
node_tiles = false
minetest.settings:set("wieldview_node_tiles", "false")
end
wieldview = {
wielded_item = {},
transform = {},
}
dofile(minetest.get_modpath(minetest.get_current_modname()).."/transform.lua")
wieldview.get_item_texture = function(self, item)
local texture = "3d_armor_trans.png"
if item ~= "" then
if minetest.registered_items[item] then
if minetest.registered_items[item].inventory_image ~= "" then
texture = minetest.registered_items[item].inventory_image
elseif node_tiles == true and minetest.registered_items[item].tiles
and type(minetest.registered_items[item].tiles[1]) == "string"
and minetest.registered_items[item].tiles[1] ~= "" then
texture = minetest.inventorycube(minetest.registered_items[item].tiles[1])
end
end
-- Get item image transformation, first from group, then from transform.lua
local transform = minetest.get_item_group(item, "wieldview_transform")
if transform == 0 then
transform = wieldview.transform[item]
end
if transform then
-- This actually works with groups ratings because transform1, transform2, etc.
-- have meaning and transform0 is used for identidy, so it can be ignored
texture = texture.."^[transform"..tostring(transform)
end
end
return texture
end
wieldview.update_wielded_item = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local stack = player:get_wielded_item()
local item = stack:get_name()
if not item then
return
end
if self.wielded_item[name] then
local swi
if armor.is_50 then
local attribute_meta = player:get_meta() -- I know, the function's name is weird but let it be like that. ;)
swi = attribute_meta:get_int("show_wielded_item")
else
swi = tonumber(player:get_attribute("show_wielded_item") or 2)
end
if swi == 2 then
item = ""
end
if self.wielded_item[name] == item then
return
end
armor.textures[name].wielditem = self:get_item_texture(item)
armor:update_player_visuals(player)
end
self.wielded_item[name] = item
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
wieldview.wielded_item[name] = ""
minetest.after(0, function(pname)
local pplayer = minetest.get_player_by_name(pname)
if pplayer then
wieldview:update_wielded_item(pplayer)
end
end, name)
end)
minetest.register_globalstep(function(dtime)
time = time + dtime
if time > update_time then
for _,player in ipairs(minetest.get_connected_players()) do
if player then
wieldview:update_wielded_item(player)
end
end
time = 0
end
end)
minetest.log("[3d_armor:wieldview] mod loaded successfully")