forked from mtcontrib/3d_armor
Improve player initialization and increase default delay
This commit is contained in:
parent
6359b0a0ed
commit
9ffcc19fd7
101
3d_armor/api.lua
101
3d_armor/api.lua
@ -50,8 +50,8 @@ armor = {
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}
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}
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armor.config = {
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armor.config = {
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init_delay = 1,
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init_delay = 2,
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init_times = 1,
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init_times = 10,
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bones_delay = 1,
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bones_delay = 1,
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update_time = 1,
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update_time = 1,
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drop = minetest.get_modpath("bones") ~= nil,
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drop = minetest.get_modpath("bones") ~= nil,
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@ -146,6 +146,94 @@ armor.update_player_visuals = function(self, player)
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end
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end
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end
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end
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armor.init_player_armor = function(self, player)
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local name = player:get_player_name()
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local player_inv = player:get_inventory()
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if not name or not player_inv then
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return false
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end
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local armor_inv = minetest.create_detached_inventory(name.."_armor", {
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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)
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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)
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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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local stack = inv:get_stack(to_list, to_index)
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player_inv:set_stack(to_list, to_index, stack)
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player_inv:set_stack(from_list, from_index, nil)
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armor:set_player_armor(player)
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end,
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allow_put = function(inv, listname, index, stack, player)
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local def = stack:get_definition() or {}
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for _, element in pairs(armor.elements) do
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if def.groups["armor_"..element] then
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for i = 1, 6 do
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local item = inv:get_stack("armor", i):get_name()
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if minetest.get_item_group(item, "armor_"..element) > 0 then
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return 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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return 1
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end,
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allow_take = function(inv, listname, index, stack, player)
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return stack:get_count()
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end,
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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return count
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end,
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}, name)
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armor_inv:set_size("armor", 6)
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player_inv:set_size("armor", 6)
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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)
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end
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self.def[name] = {
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level = 0,
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state = 0,
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count = 0,
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groups = {},
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}
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for _, phys in pairs(armor.physics) do
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self.def[name][phys] = 1
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end
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for _, attr in pairs(armor.attributes) do
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self.def[name][attr] = 0
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end
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for group, _ in pairs(armor.registered_groups) do
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self.def[name].groups[group] = 0
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end
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local skin = self:get_player_skin(name)
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self.textures[name] = {
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skin = skin..".png",
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armor = "3d_armor_trans.png",
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wielditem = "3d_armor_trans.png",
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preview = armor.default_skin.."_preview.png",
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}
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local texture_path = minetest.get_modpath("player_textures")
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if texture_path then
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local dir_list = minetest.get_dir_list(texture_path.."/textures")
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for _, fn in pairs(dir_list) do
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if fn == "player_"..name..".png" then
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self.textures[name].skin = fn
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break
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end
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end
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end
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self:set_player_armor(player)
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return true
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end
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armor.set_player_armor = function(self, player)
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armor.set_player_armor = function(self, player)
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local name, player_inv = self:get_valid_player(player, "[set_player_armor]")
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local name, player_inv = self:get_valid_player(player, "[set_player_armor]")
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if not name then
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if not name then
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@ -431,17 +519,10 @@ armor.get_valid_player = function(self, player, msg)
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minetest.log("warning", "3d_armor: Player name is nil "..msg)
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minetest.log("warning", "3d_armor: Player name is nil "..msg)
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return
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return
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end
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end
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local pos = player:getpos()
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local inv = player:get_inventory()
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local inv = player:get_inventory()
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if not pos then
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if not inv then
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minetest.log("warning", "3d_armor: Player position is nil "..msg)
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return
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elseif not inv then
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minetest.log("warning", "3d_armor: Player inventory is nil "..msg)
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minetest.log("warning", "3d_armor: Player inventory is nil "..msg)
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return
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return
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elseif not minetest.get_inventory({type="detached", name=name.."_armor"}) then
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minetest.log("warning", "3d_armor: Detached armor inventory is nil "..msg)
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return
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end
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end
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return name, inv, pos
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return name, inv, pos
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end
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end
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@ -6,6 +6,8 @@ local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local modpath = minetest.get_modpath(modname)
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local worldpath = minetest.get_worldpath()
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local worldpath = minetest.get_worldpath()
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local last_punch_time = {}
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local last_punch_time = {}
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local pending_players = {}
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local timer = 0
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dofile(modpath.."/api.lua")
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dofile(modpath.."/api.lua")
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@ -136,90 +138,8 @@ end)
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minetest.register_on_joinplayer(function(player)
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minetest.register_on_joinplayer(function(player)
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default.player_set_model(player, "3d_armor_character.b3d")
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default.player_set_model(player, "3d_armor_character.b3d")
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local name = player:get_player_name()
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if armor:init_player_armor(player) == false then
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local player_inv = player:get_inventory()
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table.insert(pending_players, {player, 0})
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local armor_inv = minetest.create_detached_inventory(name.."_armor", {
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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)
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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)
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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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local stack = inv:get_stack(to_list, to_index)
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player_inv:set_stack(to_list, to_index, stack)
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player_inv:set_stack(from_list, from_index, nil)
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armor:set_player_armor(player)
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end,
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allow_put = function(inv, listname, index, stack, player)
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local def = stack:get_definition() or {}
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for _, element in pairs(armor.elements) do
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if def.groups["armor_"..element] then
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for i = 1, 6 do
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local item = inv:get_stack("armor", i):get_name()
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if minetest.get_item_group(item, "armor_"..element) > 0 then
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return 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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return 1
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end,
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allow_take = function(inv, listname, index, stack, player)
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return stack:get_count()
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end,
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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return count
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end,
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}, name)
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armor_inv:set_size("armor", 6)
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player_inv:set_size("armor", 6)
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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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armor:run_callbacks("on_equip", player, stack)
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end
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armor.def[name] = {
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level = 0,
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state = 0,
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count = 0,
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groups = {},
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}
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for _, phys in pairs(armor.physics) do
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armor.def[name][phys] = 1
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end
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for _, attr in pairs(armor.attributes) do
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armor.def[name][attr] = 0
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end
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for group, _ in pairs(armor.registered_groups) do
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armor.def[name].groups[group] = 0
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end
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local skin = armor:get_player_skin(name)
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armor.textures[name] = {
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skin = skin..".png",
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armor = "3d_armor_trans.png",
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wielditem = "3d_armor_trans.png",
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preview = armor.default_skin.."_preview.png",
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}
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local texture_path = minetest.get_modpath("player_textures")
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if texture_path then
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local dir_list = minetest.get_dir_list(texture_path.."/textures")
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for _, fn in pairs(dir_list) do
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if fn == "player_"..name..".png" then
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armor.textures[name].skin = fn
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break
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end
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end
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end
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for i=1, armor.config.init_times do
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minetest.after(armor.config.init_delay * i, function(player)
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armor:set_player_armor(player)
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end, player)
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end
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end
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end)
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end)
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@ -229,11 +149,16 @@ minetest.register_on_leaveplayer(function(player)
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armor.def[name] = nil
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armor.def[name] = nil
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armor.textures[name] = nil
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armor.textures[name] = nil
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end
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end
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for i, con in pairs(pending_players) do
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if player == con[1] then
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table.remove(pending_players, i)
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end
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end
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end)
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end)
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if armor.config.drop == true or armor.config.destroy == true then
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if armor.config.drop == true or armor.config.destroy == true then
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minetest.register_on_dieplayer(function(player)
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minetest.register_on_dieplayer(function(player)
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local name, player_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
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local name, player_inv = armor:get_valid_player(player, "[on_dieplayer]")
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if not name then
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if not name then
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return
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return
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end
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end
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@ -247,7 +172,8 @@ if armor.config.drop == true or armor.config.destroy == true then
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end
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end
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end
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end
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armor:set_player_armor(player)
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armor:set_player_armor(player)
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if armor.config.destroy == false then
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local pos = player:getpos()
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if pos and armor.config.destroy == false then
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minetest.after(armor.config.bones_delay, function()
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minetest.after(armor.config.bones_delay, function()
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local meta = nil
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local meta = nil
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local maxp = vector.add(pos, 8)
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local maxp = vector.add(pos, 8)
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@ -282,9 +208,9 @@ end
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if armor.config.punch_damage == true then
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if armor.config.punch_damage == true then
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minetest.register_on_punchplayer(function(player, hitter,
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minetest.register_on_punchplayer(function(player, hitter,
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time_from_last_punch, tool_capabilities)
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time_from_last_punch, tool_capabilities)
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armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
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local name = player:get_player_name()
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local name = player:get_player_name()
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if name then
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if name and armor.def[name] then
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armor:punch(player, hitter, time_from_last_punch, tool_capabilities)
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last_punch_time[name] = minetest.get_gametime()
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last_punch_time[name] = minetest.get_gametime()
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end
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end
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end)
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end)
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@ -299,16 +225,30 @@ minetest.register_on_player_hpchange(function(player, hp_change)
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if heal >= math.random(100) then
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if heal >= math.random(100) then
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hp_change = 0
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hp_change = 0
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end
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end
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end
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-- check if armor damage was handled by fire or on_punchplayer
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-- check if armor damage was handled by fire or on_punchplayer
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local time = last_punch_time[name] or 0
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local time = last_punch_time[name] or 0
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if time == 0 or time + 1 < minetest.get_gametime() then
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if time == 0 or time + 1 < minetest.get_gametime() then
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armor:punch(player)
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armor:punch(player)
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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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return hp_change
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return hp_change
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end, true)
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end, true)
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer > armor.config.init_delay then
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for i, con in pairs(pending_players) do
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con[2] = con[2] + 1
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if con[2] > armor.config.init_times or
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armor:init_player_armor(con[1]) == true then
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table.remove(pending_players, i)
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end
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end
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timer = 0
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end
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end)
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-- Fire Protection and water breating, added by TenPlus1
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-- Fire Protection and water breating, added by TenPlus1
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if armor.config.fire_protect == true then
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if armor.config.fire_protect == true then
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@ -337,7 +277,8 @@ if armor.config.water_protect == true or armor.config.fire_protect == true then
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end
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end
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-- water breathing
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-- water breathing
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if armor.config.water_protect == true then
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if armor.config.water_protect == true then
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if armor.def[name].water > 0 and player:get_breath() < 10 then
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if armor.def[name] and armor.def[name].water > 0 and
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player:get_breath() < 10 then
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player:set_breath(10)
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player:set_breath(10)
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end
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end
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end
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end
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@ -57,9 +57,11 @@ wieldview.update_wielded_item = function(self, player)
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if self.wielded_item[name] == item then
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if self.wielded_item[name] == item then
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return
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return
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end
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end
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if armor.textures[name] then
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armor.textures[name].wielditem = self:get_item_texture(item)
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armor.textures[name].wielditem = self:get_item_texture(item)
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armor:update_player_visuals(player)
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armor:update_player_visuals(player)
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end
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end
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end
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self.wielded_item[name] = item
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self.wielded_item[name] = item
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end
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end
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