minetest-3d_armor/wieldview/init.lua

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local time = 0
local update_time = tonumber(minetest.setting_get("wieldview_update_time"))
if not update_time then
update_time = 2
minetest.setting_set("wieldview_update_time", tostring(update_time))
end
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local node_tiles = minetest.setting_getbool("wieldview_node_tiles")
if not node_tiles then
node_tiles = false
minetest.setting_set("wieldview_node_tiles", "false")
end
wieldview = {
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wielded_item = {},
transform = {},
}
dofile(minetest.get_modpath(minetest.get_current_modname()).."/transform.lua")
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wieldview.get_item_texture = function(self, item)
local texture = "3d_armor_trans.png"
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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])
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end
end
if wieldview.transform[item] then
texture = texture.."^[transform"..wieldview.transform[item]
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end
end
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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
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if self.wielded_item[name] then
if self.wielded_item[name] == item then
return
end
armor.textures[name].wielditem = self:get_item_texture(item)
armor:update_player_visuals(player)
end
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self.wielded_item[name] = item
end
minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
wieldview.wielded_item[name] = ""
minetest.after(0, function(player)
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wieldview:update_wielded_item(player)
end, player)
end)
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function step()
for _,player in ipairs(minetest.get_connected_players()) do
wieldview:update_wielded_item(player)
end
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time = 0
minetest.after(update_time, step)
end
minetest.after(0, step)