Cleanup and use vector.new
where possible (#16)
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6b3141fd69
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daa5845666
@ -11,5 +11,5 @@ read_globals = {
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table = {fields = {"copy", "getn"}},
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table = {fields = {"copy", "getn"}},
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"minetest", "lib_mount",
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"minetest", "lib_mount",
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"core",
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"core", "vector"
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}
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}
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@ -1 +1,6 @@
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Adds many types of vehicles.
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Adds many types of vehicles:
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- Normal cars.
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- Boats.
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- Hovercrafts.
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- And mesecars.
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@ -37,7 +37,7 @@ function vehicle_mash.register_vehicle(name, def)
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mouselook = false,
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mouselook = false,
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physical = true,
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physical = true,
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removed = false,
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removed = false,
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offset = {x=0, y=0, z=0},
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offset = vector.new(0,0,0),
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owner = "",
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owner = "",
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hp_min = def.hp_min,
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hp_min = def.hp_min,
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hp_max = def.hp_max,
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hp_max = def.hp_max,
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@ -145,7 +145,7 @@ function vehicle_mash.register_vehicle(name, def)
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local passenger = self.passengers[i]
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local passenger = self.passengers[i]
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if passenger.player then
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if passenger.player then
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lib_mount.detach(passenger.player, passenger.eye_offset)
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lib_mount.detach(passenger.player, passenger.eye_offset)
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passenger.player:set_eye_offset({x = 0, y = 0, z = 0} ,{ x = 0, y = 0, z = 0 })
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passenger.player:set_eye_offset(vector.new(0,0,0), vector.new(0,0,0))
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end
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end
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end
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end
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end
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end
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60
init.lua
60
init.lua
@ -1,7 +1,9 @@
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vehicle_mash = { }
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vehicle_mash = { }
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-- Fix `player_api` eye height model if desired
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-- Fix `player_api` eye height model if desired
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if minetest.settings:get_bool("vehicle_mash.player_api_fix") == true or minetest.settings:get_bool("vehicle_mash.player_api_fix") == nil then
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if minetest.settings:get_bool("vehicle_mash.player_api_fix") == true or minetest.settings:get_bool("vehicle_mash.player_api_fix") == nil
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and player_api.registered_models["character.b3d"] then
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player_api.registered_models["character.b3d"].animations.sit.eye_height = 1.47
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player_api.registered_models["character.b3d"].animations.sit.eye_height = 1.47
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end
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end
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@ -56,27 +58,27 @@ else
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visual = "mesh",
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visual = "mesh",
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mesh = "car.x",
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mesh = "car.x",
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visual_size = {x=1, y=1},
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visual_size = {x=1, y=1},
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wield_scale = {x=1, y=1, z=1},
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wield_scale = vector.new(1,1,1),
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collisionbox = {-0.6, -0.05, -0.6, 0.6, 1, 0.6},
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collisionbox = {-0.6, -0.05, -0.6, 0.6, 1, 0.6},
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onplace_position_adj = -0.45,
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onplace_position_adj = -0.45,
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-- player specific stuff
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-- player specific stuff
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player_rotation = {x=0,y=90,z=0},
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player_rotation = vector.new(0,90,0),
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driver_attach_at = {x=3.5,y=3.7,z=3.5},
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driver_attach_at = vector.new(3.5,3.7,3.5),
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driver_eye_offset = {x=-4, y=0, z=0},
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driver_eye_offset = vector.new(-4,0,0),
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number_of_passengers = 3,
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number_of_passengers = 3,
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passengers = {
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passengers = {
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{
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{
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attach_at = {x=3.5,y=3.7,z=-3.5},
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attach_at = vector.new(3.5,3.7,-3.5),
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eye_offset = {x=4, y=0, z=0},
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eye_offset = vector.new(4,0,0),
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},
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},
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{
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{
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attach_at = {x=-4,y=3.7,z=3.5},
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attach_at = vector.new(-4,3.7,3.5),
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eye_offset = {x=-4, y=3, z=0},
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eye_offset = vector.new(-4,3,0),
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},
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},
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{
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{
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attach_at = {x=-4,y=3.7,z=-3.5},
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attach_at = vector.new(-4,3.7,-3.5),
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eye_offset = {x=4, y=3, z=0},
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eye_offset = vector.new(4,3,0),
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},
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},
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},
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},
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@ -124,19 +126,19 @@ else
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visual = "cube",
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visual = "cube",
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mesh = "",
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mesh = "",
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visual_size = {x=1.5, y=1.5},
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visual_size = {x=1.5, y=1.5},
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wield_scale = {x=1, y=1, z=1},
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wield_scale = vector.new(1,1,1),
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collisionbox = {-0.75, -0.75, -0.75, 0.75, 0.75, 0.75},
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collisionbox = {-0.75, -0.75, -0.75, 0.75, 0.75, 0.75},
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onplace_position_adj = 0.25,
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onplace_position_adj = 0.25,
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-- player specific stuff
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-- player specific stuff
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player_rotation = {x=0,y=0,z=0},
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player_rotation = vector.new(0,0,0),
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driver_attach_at = {x=0,y=0,z=-2.0},
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driver_attach_at = vector.new(0,0,-2.0),
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driver_eye_offset = {x=0, y=0, z=0},
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driver_eye_offset = vector.new(0,0,0),
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number_of_passengers = 0,
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number_of_passengers = 0,
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passengers = {
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passengers = {
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{
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{
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attach_at = {x=0,y=0,z=0},
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attach_at = vector.new(0,0,0),
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eye_offset = {x=0, y=0, z=0},
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eye_offset = vector.new(0,0,0),
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},
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},
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},
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},
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@ -180,19 +182,19 @@ else
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-- model specific stuff
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-- model specific stuff
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visual = "mesh",
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visual = "mesh",
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visual_size = {x=1, y=1},
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visual_size = {x=1, y=1},
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wield_scale = {x=1, y=1, z=1},
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wield_scale = vector.new(1,1,1),
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collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
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collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
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onplace_position_adj = 0,
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onplace_position_adj = 0,
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textures = {"default_wood.png"},
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textures = {"default_wood.png"},
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-- player specific stuff
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-- player specific stuff
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player_rotation = {x=0, y=0, z=0},
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player_rotation = vector.new(0,0,0),
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driver_attach_at = {x=0.5,y=1,z=-3},
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driver_attach_at = vector.new(0.5,1,-3),
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driver_eye_offset = {x=0, y=0, z=0},
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driver_eye_offset = vector.new(0,0,0),
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number_of_passengers = 0,
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number_of_passengers = 0,
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passengers = {
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passengers = {
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{
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{
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attach_at = {x=0,y=0,z=0},
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attach_at = vector.new(0,0,0),
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eye_offset = {x=0, y=0, z=0},
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eye_offset = vector.new(0,0,0),
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},
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},
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},
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},
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@ -231,19 +233,19 @@ else
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visual = "mesh",
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visual = "mesh",
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mesh = "hovercraft.x",
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mesh = "hovercraft.x",
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visual_size = {x=1, y=1},
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visual_size = {x=1, y=1},
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wield_scale = {x=1, y=1, z=1},
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wield_scale = vector.new(1,1,1),
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collisionbox = {-0.8, -0.25, -0.8, 0.8, 1.2, 0.8},
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collisionbox = {-0.8, -0.25, -0.8, 0.8, 1.2, 0.8},
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onplace_position_adj = -0.25,
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onplace_position_adj = -0.25,
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-- player specific stuff
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-- player specific stuff
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player_rotation = {x=0,y=90,z=0},
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player_rotation = vector.new(0,90,0),
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driver_attach_at = {x=-2,y=6.3,z=0},
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driver_attach_at = vector.new(-2,6.3,0),
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driver_eye_offset = {x=0, y=0, z=0},
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driver_eye_offset = vector.new(0,0,0),
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number_of_passengers = 0,
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number_of_passengers = 0,
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passengers = {
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passengers = {
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{
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{
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attach_at = {x=0,y=0,z=0},
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attach_at = vector.new(0,0,0),
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eye_offset = {x=0, y=0, z=0},
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eye_offset = vector.new(0,0,0),
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},
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},
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},
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},
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1
mod.conf
1
mod.conf
@ -9,3 +9,4 @@ Adds many types of vehicles:
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- Hovercrafts.
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- Hovercrafts.
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- And mesecars.
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- And mesecars.
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"""
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"""
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min_minetest_version = 5.0.0
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41
template.lua
41
template.lua
@ -9,25 +9,30 @@ local definition = {
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can_fly = false, -- if enabled, the specified vehicle will be able to fly around
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can_fly = false, -- if enabled, the specified vehicle will be able to fly around
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can_go_down = false, -- applies only when `can_fly` is enabled
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can_go_down = false, -- applies only when `can_fly` is enabled
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can_go_up = false, -- applies only when `can_fly` is enabled
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can_go_up = false, -- applies only when `can_fly` is enabled
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player_rotation = {x=0,y=0,z=0}, -- rotate player so they sit facing the correct direction
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player_rotation = vector.new(0,0,0), -- rotate player so they sit facing the correct direction
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driver_attach_at = {x=0,y=0,z=0}, -- attach the driver at
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driver_attach_at = vector.new(0,0,0), -- attach the driver at
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driver_eye_offset = {x=0, y=0, z=0}, -- offset for first person driver view
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driver_eye_offset = vector.new(0,0,0), -- offset for first person driver view
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number_of_passengers = 0, -- maximum number of passengers. Can have 3 passengers maximum
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number_of_passengers = 0, -- maximum number of passengers. Can have 3 passengers maximum
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passenger_attach_at = {x=0,y=0,z=0}, -- attach the 1st passenger, if applicable, at the specified positions
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passenger_eye_offset = {x=0, y=0, z=0}, -- offset for the 1st passenger in first-person view
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passenger_detach_pos_offset = {x=0,y=0,z=0}, -- offset for the 1st passenger when they leave the vehicle
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passenger2_attach_at = {x=0,y=0,z=0}, -- attach the 2nd passenger, if applicable, at the specified positions
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-- Attachment positions and offset for all passengers (can be over 3 passengers)
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passenger2_eye_offset = {x=0,y=0,z=0}, -- offset for the 2nd passenger in first-person view
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passengers = {
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passenger2_detach_pos_offset = {x=0,y=0,z=0}, -- offset for the 2nd passenger when they leave the vehicle
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{
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attach_at = vector.new(0,0,0),
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passenger3_attach_at = {x=0,y=0,z=0}, -- attach the 3rd passenger, if applicable, at the specified positions
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eye_offset = vector.new(0,0,0),
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passenger3_eye_offset = {x=0,y=0,z=0}, -- offset for the 3rd passenger in first-person view
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},
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passenger3_detach_pos_offset = {x=0,y=0,z=0}, -- offset for the 3rd passenger when they leave the vehicle
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{
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attach_at = vector.new(0,0,0),
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eye_offset = vector.new(0,0,0),
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},
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{
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attach_at = vector.new(0,0,0),
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eye_offset = vector.new(0,0,0),
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},
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},
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inventory_image = "filename.png", -- image to use in inventory
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inventory_image = "filename.png", -- image to use in inventory
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wield_image = "filename.png", -- image to use in hand
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wield_image = "filename.png", -- image to use in hand
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wield_scale = {x=1, y=1, z=1}, --
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wield_scale = vector.new(1,1,1), -- the size of the item in hand
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visual = "mesh", -- what type of object (mesh, cube, etc...)
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visual = "mesh", -- what type of object (mesh, cube, etc...)
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mesh = "filename.ext", -- mesh model to use
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mesh = "filename.ext", -- mesh model to use
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textures = {"filename.png"}, -- mesh texture(s)
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textures = {"filename.png"}, -- mesh texture(s)
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@ -41,7 +46,11 @@ local definition = {
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braking = 2, -- how fast can the vehicle stop
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braking = 2, -- how fast can the vehicle stop
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turn_speed = 2, -- how quick can the vehicle turn
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turn_speed = 2, -- how quick can the vehicle turn
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drop_on_destroy = {""}, -- what gets dropped when vehicle is destroyed
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drop_on_destroy = {""}, -- what gets dropped when vehicle is destroyed
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recipe = {} -- crafting recipe
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recipe = {}, -- crafting recipe
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-- HP/Armor stuff.
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min_hp = 1,
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max_hp = 10,
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armor = 25
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}
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}
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-- nothing to change down here
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-- nothing to change down here
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