mirror of
https://github.com/minetest-mods/skinsdb.git
synced 2024-11-18 07:50:23 +01:00
11bb5bad0e
Previously, the players would have their selected skin reset after renaming the skin textures to the dot separator. This commit implements skin name migration to ease the transition for server owners. See 'skins.__fuzzy_match_skin_name' for a detailed explanation.
117 lines
3.3 KiB
Lua
117 lines
3.3 KiB
Lua
-- Unified Skins for Minetest - based modified Bags from unfied_inventory and skins from inventory_plus
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-- Copyright (c) 2012 cornernote, Dean Montgomery
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-- Rework 2017 by bell07
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-- License: GPLv3
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skins = {}
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skins.modpath = minetest.get_modpath(minetest.get_current_modname())
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skins.default = "character"
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dofile(skins.modpath.."/skin_meta_api.lua")
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dofile(skins.modpath.."/api.lua")
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dofile(skins.modpath.."/skinlist.lua")
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dofile(skins.modpath.."/formspecs.lua")
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dofile(skins.modpath.."/chatcommands.lua")
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-- Unified inventory page/integration
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if minetest.get_modpath("unified_inventory") then
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dofile(skins.modpath.."/unified_inventory_page.lua")
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end
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if minetest.get_modpath("sfinv") then
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dofile(skins.modpath.."/sfinv_page.lua")
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end
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-- ie.loadfile does not exist?
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skins.ie = minetest.request_insecure_environment()
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skins.http = minetest.request_http_api()
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dofile(skins.modpath.."/skins_updater.lua")
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skins.ie = nil
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skins.http = nil
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-- 3d_armor compatibility
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if minetest.global_exists("armor") then
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skins.armor_loaded = true
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armor.get_player_skin = function(self, name)
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local skin = skins.get_player_skin(minetest.get_player_by_name(name))
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return skin:get_texture()
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end
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armor.get_preview = function(self, name)
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local skin = skins.get_player_skin(minetest.get_player_by_name(name))
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return skin:get_preview()
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end
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armor.update_player_visuals = function(self, player)
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if not player then
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return
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end
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local skin = skins.get_player_skin(player)
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skin:apply_skin_to_player(player)
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armor:run_callbacks("on_update", player)
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end
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end
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if minetest.global_exists("clothing") and clothing.player_textures then
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skins.clothing_loaded = true
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clothing:register_on_update(skins.update_player_skin)
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end
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-- Update skin on join
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skins.ui_context = {}
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minetest.register_on_joinplayer(function(player)
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skins.update_player_skin(player)
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end)
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minetest.register_on_leaveplayer(function(player)
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skins.ui_context[player:get_player_name()] = nil
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player:get_inventory():set_size("hand", 0)
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end)
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minetest.register_on_shutdown(function()
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for _, player in pairs(minetest.get_connected_players()) do
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player:get_inventory():set_size("hand", 0)
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end
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end)
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player_api.register_model("skinsdb_3d_armor_character_5.b3d", {
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animation_speed = 30,
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textures = {
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"blank.png",
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"blank.png",
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"blank.png",
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"blank.png"
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},
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animations = {
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stand = {x=0, y=79},
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lay = {x=162, y=166},
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walk = {x=168, y=187},
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mine = {x=189, y=198},
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walk_mine = {x=200, y=219},
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sit = {x=81, y=160},
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-- compatibility w/ the emote mod
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wave = {x = 192, y = 196, override_local = true},
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point = {x = 196, y = 196, override_local = true},
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freeze = {x = 205, y = 205, override_local = true},
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},
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})
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-- Register default character.png if not part of this mod
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local default_skin_obj = skins.get(skins.default)
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if not default_skin_obj then
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default_skin_obj = skins.new(skins.default)
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default_skin_obj:set_texture("character.png")
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default_skin_obj:set_meta("format", '1.0')
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default_skin_obj:set_meta("_sort_id", 0)
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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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--dofile(skins.modpath.."/unittest.lua")
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