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adjustments from code review
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5
API.md
5
API.md
@ -60,9 +60,10 @@ Set the hand node to be used with this skin
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## skin:set_hand_from_texture()
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Register and set hand node based on skin texture
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Only works on mod load
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## skin:get_hand()
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Get hand node
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Get hand node. Returns ItemStack
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## skin:set_preview(texture)
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Set the skin preview - usually at the init time only
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@ -76,7 +77,7 @@ Could be redefined for dynamic preview texture generation
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Hook for dynamic skins updates on select. Is called in skins.set_player_skin()
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In skinsdb the default implementation for this function is empty.
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skin:apply_skin_to_player(player)
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## skin:apply_skin_to_player(player)
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Apply the skin to the player. Called in skins.update_player_skin() to update visuals
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## skin:set_meta(key, value)
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7
init.lua
7
init.lua
@ -93,3 +93,10 @@ if not default_skin_obj then
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default_skin_obj:set_meta("name", "Sam")
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default_skin_obj:set_hand_from_texture()
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end
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-- Secure hand inventory slot
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minetest.register_allow_player_inventory_action(function(player, action, inv, data)
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if data.to_list == "hand" or data.from_list == "hand" or data.listname == "hand" then
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return 0
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end
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end)
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@ -55,6 +55,7 @@ function skin_class:set_hand(hand)
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self._hand = hand
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end
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local ALPHA_CLIP = minetest.features.use_texture_alpha_string_modes and "clip" or true
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function skin_class:set_hand_from_texture()
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local hand = core.get_current_modname()..':'..self._texture:gsub('[%p%c%s]', '')
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@ -66,7 +67,7 @@ function skin_class:set_hand_from_texture()
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paramtype = "light",
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drawtype = "mesh",
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mesh = "skinsdb_hand.b3d",
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use_texture_alpha = "clip",
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use_texture_alpha = ALPHA_CLIP,
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node_placement_prediction = "",
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groups = { not_in_creative_inventory = 1 }
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})
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