skinsdb/api.lua

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-- get current skin
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local storage = minetest.get_mod_storage()
function skins.get_player_skin(player)
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if player:get_attribute("skinsdb:skin_key") then
storage:set_string(player:get_player_name(), player:get_attribute("skinsdb:skin_key"))
player:set_attribute("skinsdb:skin_key", nil)
end
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local skin = storage:get_string(player:get_player_name())
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return skins.get(skin) or skins.get(skins.default)
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end
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-- Assign skin to player
function skins.assign_player_skin(player, skin)
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local skin_obj
if type(skin) == "string" then
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skin_obj = skins.get(skin)
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else
skin_obj = skin
end
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if not skin_obj then
return false
end
if skin_obj:is_applicable_for_player(player:get_player_name()) then
local skin_key = skin_obj:get_key()
if skin_key == skins.default then
skin_key = ""
end
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storage:set_string(player:get_player_name(), skin_key)
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else
return false
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end
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return true
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end
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-- update visuals
function skins.update_player_skin(player)
if skins.armor_loaded then
-- all needed is wrapped and implemented in 3d_armor mod
armor:set_player_armor(player)
else
-- do updates manually without 3d_armor
skins.get_player_skin(player):apply_skin_to_player(player)
if minetest.global_exists("sfinv") and sfinv.enabled then
sfinv.set_player_inventory_formspec(player)
end
end
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end
-- Assign and update - should be used on selection externally
function skins.set_player_skin(player, skin)
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local success = skins.assign_player_skin(player, skin)
if success then
skins.get_player_skin(player):set_skin(player)
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skins.update_player_skin(player)
end
return success
end
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-- Check Skin format (code stohlen from stu's multiskin)
function skins.get_skin_format(file)
file:seek("set", 1)
if file:read(3) == "PNG" then
file:seek("set", 16)
local ws = file:read(4)
local hs = file:read(4)
local w = ws:sub(3, 3):byte() * 256 + ws:sub(4, 4):byte()
local h = hs:sub(3, 3):byte() * 256 + hs:sub(4, 4):byte()
if w >= 64 then
if w == h then
return "1.8"
elseif w == h * 2 then
return "1.0"
end
end
end
end