forked from mtcontrib/3d_armor
Reverse order of stack and index in callbacks for consistency
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a2ec13e28d
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99bc8cf2d3
@ -107,7 +107,7 @@ armor:register_armor("mod_name:speed_boots", {
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armor_groups = {fleshy=10, radiation=10},
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damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
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reciprocate_damage = true,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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local pos = player:getpos()
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if pos then
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minetest.sound_play({
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@ -140,10 +140,10 @@ Reciprocal tool damage will be done only by the first armor inventory item
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Item Callbacks:
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on_equip = func(player, stack, index)
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on_unequip = func(player, stack, index)
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on_destroy = func(player, stack, index)
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on_damage = func(player, stack, index)
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on_equip = func(player, index, stack)
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on_unequip = func(player, index, stack)
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on_destroy = func(player, index, stack)
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on_damage = func(player, index, stack)
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on_punch = func(player, hitter, time_from_last_punch, tool_capabilities)
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Notes:
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@ -157,9 +157,9 @@ When armor is destroyed `stack` will contain a copy of the previous stack.
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Global Callbacks:
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armor:register_on_update(func(player))
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armor:register_on_equip(func(player, stack, index))
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armor:register_on_unequip(func(player, stack, index))
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armor:register_on_destroy(func(player, stack, index))
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armor:register_on_equip(func(player, index, stack))
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armor:register_on_unequip(func(player, index, stack))
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armor:register_on_destroy(func(player, index, stack))
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Global Callback Example:
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@ -140,17 +140,17 @@ armor.register_on_destroy = function(self, func)
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end
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end
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armor.run_callbacks = function(self, callback, player, stack, index)
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armor.run_callbacks = function(self, callback, player, index, stack)
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if stack then
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local def = stack:get_definition() or {}
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if type(def[callback]) == "function" then
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def[callback](player, stack, index)
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def[callback](player, index, stack)
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end
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end
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local callbacks = self.registered_callbacks[callback]
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if callbacks then
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for _, func in pairs(callbacks) do
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func(player, stack, index)
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func(player, index, stack)
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end
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end
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end
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@ -180,12 +180,12 @@ armor.init_player_armor = function(self, player)
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on_put = function(inv, listname, index, stack, player)
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player:get_inventory():set_stack(listname, index, stack)
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armor:set_player_armor(player)
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armor:run_callbacks("on_equip", player, stack, index)
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armor:run_callbacks("on_equip", player, index, stack)
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end,
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on_take = function(inv, listname, index, stack, player)
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player:get_inventory():set_stack(listname, index, nil)
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armor:set_player_armor(player)
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armor:run_callbacks("on_unequip", player, stack, index)
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armor:run_callbacks("on_unequip", player, index, stack)
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end,
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on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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local plaver_inv = player:get_inventory()
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@ -222,7 +222,7 @@ armor.init_player_armor = function(self, player)
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for i=1, 6 do
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local stack = player_inv:get_stack("armor", i)
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armor_inv:set_stack("armor", i, stack)
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self:run_callbacks("on_equip", player, stack, i)
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self:run_callbacks("on_equip", player, i, stack)
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end
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self.def[name] = {
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init_time = minetest.get_gametime(),
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@ -448,10 +448,10 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
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local old_stack = ItemStack(stack)
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stack:add_wear(use)
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self:set_inventory_stack(player, i, stack)
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self:run_callbacks("on_damage", player, stack, i)
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self:run_callbacks("on_damage", player, i, stack)
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if stack:get_count() == 0 then
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self:run_callbacks("on_unequip", player, old_stack, i)
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self:run_callbacks("on_destroy", player, old_stack, i)
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self:run_callbacks("on_unequip", player, i, old_stack)
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self:run_callbacks("on_destroy", player, i, old_stack)
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self:set_player_armor(player)
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end
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end
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@ -63,7 +63,7 @@ armor.formspec = armor.formspec..
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if armor.config.fire_protect then
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armor.formspec = armor.formspec.."label[5,2;"..S("Fire")..": armor_fire]"
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end
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armor:register_on_destroy(function(player, stack)
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armor:register_on_destroy(function(player, index, stack)
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local name = player:get_player_name()
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local def = stack:get_definition()
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if name and def and def.description then
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@ -164,7 +164,7 @@ if armor.config.drop == true or armor.config.destroy == true then
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if stack:get_count() > 0 then
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table.insert(drop, stack)
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armor:set_inventory_stack(player, i, nil)
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armor:run_callbacks("on_unequip", player, stack, i)
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armor:run_callbacks("on_unequip", player, i, stack)
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end
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end
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armor:set_player_armor(player)
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@ -50,10 +50,10 @@ if armor.materials.wood then
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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})
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@ -64,10 +64,10 @@ if armor.materials.wood then
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armor_groups = {fleshy=8},
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damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=2},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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@ -89,10 +89,10 @@ if armor.materials.cactus then
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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})
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@ -103,10 +103,10 @@ if armor.materials.cactus then
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armor_groups = {fleshy=8},
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damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=2},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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@ -129,10 +129,10 @@ if armor.materials.steel then
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armor_groups = {fleshy=10},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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@ -147,10 +147,10 @@ if armor.materials.bronze then
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armor_groups = {fleshy=10},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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@ -164,10 +164,10 @@ if armor.materials.diamond then
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armor_groups = {fleshy=15},
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damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_glass_footstep")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_break_glass")
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end,
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})
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@ -182,10 +182,10 @@ if armor.materials.gold then
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armor_groups = {fleshy=10},
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damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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@ -199,10 +199,10 @@ if armor.materials.mithril then
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armor_groups = {fleshy=15},
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damage_groups = {cracky=2, snappy=1, level=3},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_glass_footstep")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_break_glass")
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end,
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})
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@ -216,10 +216,10 @@ if armor.materials.crystal then
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armor_groups = {fleshy=15},
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damage_groups = {cracky=2, snappy=1, level=3},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_glass_footstep")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_break_glass")
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end,
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})
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