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https://github.com/minetest-mods/3d_armor.git
synced 2025-06-28 14:26:18 +02:00
Add unified_skins and update for game changes.
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@ -1,9 +1,15 @@
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[mod] visible wielded items [wieldview]
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=======================================
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depends: default
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depends: default, unified_skins
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Makes hand wielded items visible to other players. Compatible with player skins mod [skins].
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note: currently only supports 16x16px texture packs and 64x32px player skins, sorry!
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Note: Currently only supports 16x16px texture packs, sorry!
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default settings: [minetest.conf]
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# Set number of seconds between visible wielded item updates.
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wieldview_update_time = 2
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@ -1,2 +1,2 @@
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default
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unified_skins
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@ -1,28 +1,14 @@
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local time = 0
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local update_time = tonumber(minetest.setting_get("wieldview_update_time"))
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if update_time == nil then
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if not update_time then
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update_time = 2
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minetest.setting_set("wieldview_update_time", tostring(update_time))
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end
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wieldview = {
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default_character_skin = "character.png",
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wielded_items = {},
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}
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wieldview.get_player_skin = function(self, name)
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local mod_path = minetest.get_modpath("skins")
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if mod_path then
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local skin = skins.skins[name]
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if skin then
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if skins.get_type(skin) == skins.type.MODEL then
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return skin..".png"
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end
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end
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end
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return self.default_character_skin
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end
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wieldview.get_wielded_item_texture = function(self, player)
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if not player then
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return nil
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@ -45,28 +31,6 @@ wieldview.get_wielded_item_texture = function(self, player)
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return texture
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end
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wieldview.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 name = player:get_player_name()
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local texture = "wieldview_character_bg.png^[combine:64x64:0,32="..self:get_player_skin(name)
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local player_inv = player:get_inventory()
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local wielded_item_texture = self:get_wielded_item_texture(player)
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if wielded_item_texture then
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texture = texture.."^[combine:64x64:0,0="..wielded_item_texture
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end
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local mod_path = minetest.get_modpath("3d_armor")
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if mod_path then
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texture = texture..armor_api:get_player_armor(player)
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end
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player:set_properties({
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visual = "mesh",
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textures = {texture},
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visual_size = {x=1, y=1},
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})
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end
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wieldview.update_wielded_item = function(self, player)
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if not player then
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return
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@ -80,34 +44,30 @@ wieldview.update_wielded_item = function(self, player)
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if self.wielded_items[name] then
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if self.wielded_items[name] == item then
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return
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end
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self:update_player_visuals(player)
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end
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uniskins:update_player_visuals(player)
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end
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self.wielded_items[name] = item
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end
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minetest.register_on_joinplayer(function(player)
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local texture = wieldview:get_player_skin(name)
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local texture = uniskins:get_player_skin(name)
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player:set_properties({
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visual = "mesh",
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mesh = "wieldview_character.x",
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textures = {texture},
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visual_size = {x=1, y=1},
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})
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minetest.after(1, function(player)
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wieldview:update_player_visuals(player)
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minetest.after(0, function(player)
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uniskins:update_player_visuals(player)
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end, player)
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end)
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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if time > update_time then
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local mod_path = minetest.get_modpath("3d_armor")
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for _,player in ipairs(minetest.get_connected_players()) do
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wieldview:update_wielded_item(player)
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if mod_path then
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armor_api:update_armor(player)
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end
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end
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time = 0
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end
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