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https://github.com/minetest-mods/3d_armor.git
synced 2024-12-28 03:30:38 +01:00
Move armor initialization back out of the api
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664d9fbfef
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a11b3302e1
@ -169,98 +169,6 @@ 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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local pos = player:getpos()
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if not name or not player_inv or not pos 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:run_callbacks("on_equip", player, index, stack)
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armor:set_player_armor(player)
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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:run_callbacks("on_unequip", player, index, stack)
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armor:set_player_armor(player)
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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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local allowed = 0
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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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allowed = 1
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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 allowed
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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, i, stack)
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end
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self.def[name] = {
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init_time = minetest.get_gametime(),
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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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@ -57,20 +57,6 @@ for material, _ in pairs(armor.materials) do
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armor.materials[material] = nil
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armor.materials[material] = nil
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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.formspec = armor.formspec..
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"label[5,1;"..S("Level")..": armor_level]"..
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"label[5,1.5;"..S("Heal")..": armor_attr_heal]"
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if armor.config.fire_protect then
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armor.formspec = armor.formspec.."label[5,2;"..S("Fire")..": armor_fire]"
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end
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armor:register_on_destroy(function(player, index, stack)
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local name = player:get_player_name()
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local def = stack:get_definition()
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if name and def and def.description then
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minetest.chat_send_player(name, S("Your").." "..def.description.." "..
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S("got destroyed").."!")
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end
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end)
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dofile(modpath.."/armor.lua")
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dofile(modpath.."/armor.lua")
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@ -101,6 +87,115 @@ if not minetest.get_modpath("ethereal") then
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armor.materials.crystal = nil
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armor.materials.crystal = nil
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end
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end
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-- Armor Initialization
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armor.formspec = armor.formspec..
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"label[5,1;"..S("Level")..": armor_level]"..
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"label[5,1.5;"..S("Heal")..": armor_attr_heal]"
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if armor.config.fire_protect then
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armor.formspec = armor.formspec.."label[5,2;"..S("Fire")..": armor_fire]"
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end
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armor:register_on_destroy(function(player, index, stack)
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local name = player:get_player_name()
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local def = stack:get_definition()
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if name and def and def.description then
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minetest.chat_send_player(name, S("Your").." "..def.description.." "..
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S("got destroyed").."!")
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end
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end)
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local function init_player_armor(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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local pos = player:getpos()
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if not name or not player_inv or not pos 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:run_callbacks("on_equip", player, index, stack)
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armor:set_player_armor(player)
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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:run_callbacks("on_unequip", player, index, stack)
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armor:set_player_armor(player)
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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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local allowed = 0
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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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allowed = 1
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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 allowed
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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, i, stack)
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end
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armor.def[name] = {
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init_time = minetest.get_gametime(),
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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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armor:set_player_armor(player)
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return true
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end
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-- Armor Player Model
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-- Armor Player Model
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default.player_register_model("3d_armor_character.b3d", {
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default.player_register_model("3d_armor_character.b3d", {
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@ -139,7 +234,7 @@ 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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minetest.after(0, function(player)
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minetest.after(0, function(player)
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if armor:init_player_armor(player) == false then
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if init_player_armor(player) == false then
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pending_players[player] = 0
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pending_players[player] = 0
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end
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end
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end, player)
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end, player)
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@ -237,7 +332,7 @@ minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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timer = timer + dtime
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if timer > armor.config.init_delay then
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if timer > armor.config.init_delay then
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for player, count in pairs(pending_players) do
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for player, count in pairs(pending_players) do
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local remove = armor:init_player_armor(player) == true
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local remove = init_player_armor(player) == true
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pending_players[player] = count + 1
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pending_players[player] = count + 1
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if remove == false and count > armor.config.init_times then
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if remove == false and count > armor.config.init_times then
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minetest.log("warning", "3d_armor: Failed to initialize player")
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minetest.log("warning", "3d_armor: Failed to initialize player")
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