forked from mtcontrib/unifieddyes
Pink/brown color translation tweaks
Only perform pink -> light_red and brown -> dark_orange translations if not using the "colorwallmounted" palette.
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parent
e3b7e9d534
commit
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36
init.lua
36
init.lua
@ -223,9 +223,6 @@ function unifieddyes.getpaletteidx(color, is_color_fdir)
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return
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return
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end
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end
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color = aliases[color] or color
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local idx
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if is_color_fdir == "wallmounted" then
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if is_color_fdir == "wallmounted" then
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if grayscale_wallmounted[color] then
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if grayscale_wallmounted[color] then
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return (grayscale_wallmounted[color] * 8), 0
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return (grayscale_wallmounted[color] * 8), 0
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@ -257,16 +254,25 @@ function unifieddyes.getpaletteidx(color, is_color_fdir)
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end
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end
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if is_color_fdir == "wallmounted" then
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if is_color_fdir == "wallmounted" then
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if shade == "dark" and color == "orange" then return 48,1 -- brown
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if color == "brown" then return 48,1
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elseif shade == "light" and color == "red" then return 56,7 -- pink
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elseif color == "pink" then return 56,7
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elseif hues_wallmounted[color] and shades_wallmounted[shade] then
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elseif hues_wallmounted[color] and shades_wallmounted[shade] then
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return (shades_wallmounted[shade] * 64 + hues_wallmounted[color] * 8), hues_wallmounted[color]
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return (shades_wallmounted[shade] * 64 + hues_wallmounted[color] * 8), hues_wallmounted[color]
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end
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end
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elseif hues[color] and shades[shade] then
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else
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if is_color_fdir then
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if color == "brown" then
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return (shades[shade] * 32), hues[color]
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color = "orange"
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else
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shade = "dark"
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return (hues[color] * 8 + shades[shade]), hues[color]
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elseif color == "pink" then
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color = "red"
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shade = "light"
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end
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if hues[color] and shades[shade] then
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if is_color_fdir then
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return (shades[shade] * 32), hues[color]
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else
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return (hues[color] * 8 + shades[shade]), hues[color]
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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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end
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@ -298,10 +304,12 @@ function unifieddyes.on_use(itemstack, player, pointed_thing)
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local nodedef = minetest.registered_nodes[node.name]
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local nodedef = minetest.registered_nodes[node.name]
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local playername = player:get_player_name()
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local playername = player:get_player_name()
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-- if the node has an on_punch defined, bail out and call that instead.
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-- if the node has an on_punch defined, bail out and call that instead, unless "sneak" is pressed.
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local onpunch = nodedef.on_punch(pos, node, player, pointed_thing)
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if not player:get_player_control().sneak then
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if onpunch then
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local onpunch = nodedef.on_punch(pos, node, player, pointed_thing)
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return onpunch
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if onpunch then
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return onpunch
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end
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end
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end
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-- if the target is unknown, has no groups defined, or isn't UD-colorable, just bail out
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-- if the target is unknown, has no groups defined, or isn't UD-colorable, just bail out
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