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https://github.com/minetest-mods/3d_armor.git
synced 2024-11-11 04:50:27 +01:00
Remove undeclared variable warnings on start-up
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parent
ad6c464573
commit
b5db0f1aa6
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@ -7,6 +7,9 @@ ARMOR_DESTROY = false
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ARMOR_LEVEL_MULTIPLIER = 1
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ARMOR_LEVEL_MULTIPLIER = 1
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ARMOR_HEAL_MULTIPLIER = 1
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ARMOR_HEAL_MULTIPLIER = 1
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local skin_mod = nil
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local inv_mod = nil
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local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
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local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
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local worldpath = minetest.get_worldpath()
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local worldpath = minetest.get_worldpath()
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local input = io.open(modpath.."/armor.conf", "r")
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local input = io.open(modpath.."/armor.conf", "r")
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@ -30,21 +33,23 @@ armor = {
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physics = {"jump","speed","gravity"},
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physics = {"jump","speed","gravity"},
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formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]"
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formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]"
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.."image[2,0.75;2,4;armor_preview]"
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.."image[2,0.75;2,4;armor_preview]"
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.."list[current_player;main;0,4.5;8,4;]"
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.."list[current_player;main;0,4.5;8,4;]"
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.."list[current_player;craft;4,1;3,3;]"
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.."list[current_player;craft;4,1;3,3;]"
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.."list[current_player;craftpreview;7,2;1,1;]",
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.."list[current_player;craftpreview;7,2;1,1;]",
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textures = {},
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textures = {},
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default_skin = "character",
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default_skin = "character",
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}
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}
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if inventory_plus then
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if minetest.get_modpath("inventory_plus") then
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inv_mod = "inventory_plus"
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armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
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armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
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.."list[detached:player_name_armor;armor;0,1;2,3;]"
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.."list[detached:player_name_armor;armor;0,1;2,3;]"
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.."image[2.5,0.75;2,4;armor_preview]"
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.."image[2.5,0.75;2,4;armor_preview]"
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.."label[5,1;Level: armor_level]"
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.."label[5,1;Level: armor_level]"
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.."label[5,1.5;Heal: armor_heal]"
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.."label[5,1.5;Heal: armor_heal]"
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.."list[current_player;main;0,4.5;8,4;]"
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.."list[current_player;main;0,4.5;8,4;]"
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elseif unified_inventory then
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elseif minetest.get_modpath("unified_inventory") then
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inv_mod = "unified_inventory"
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unified_inventory.register_button("armor", {
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unified_inventory.register_button("armor", {
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type = "image",
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type = "image",
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image = "inventory_plus_armor.png",
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image = "inventory_plus_armor.png",
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@ -232,9 +237,9 @@ end
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armor.get_player_skin = function(self, name)
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armor.get_player_skin = function(self, name)
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local skin = nil
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local skin = nil
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if skins then
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if skin_mod == "skins" then
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skin = skins.skins[name]
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skin = skins.skins[name]
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elseif u_skins then
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elseif skin_mod == "u_skins" then
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skin = u_skins.u_skins[name]
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skin = u_skins.u_skins[name]
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end
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end
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return skin or armor.default_skin
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return skin or armor.default_skin
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@ -249,13 +254,13 @@ end
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armor.update_inventory = function(self, player)
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armor.update_inventory = function(self, player)
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local name = player:get_player_name()
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local name = player:get_player_name()
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if unified_inventory then
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if inv_mod == "unified_inventory" then
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if unified_inventory.current_page[name] == "armor" then
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if unified_inventory.current_page[name] == "armor" then
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unified_inventory.set_inventory_formspec(player, "armor")
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unified_inventory.set_inventory_formspec(player, "armor")
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end
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end
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else
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else
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local formspec = armor:get_armor_formspec(name)
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local formspec = armor:get_armor_formspec(name)
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if inventory_plus then
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if inv_mod == "inventory_plus" then
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local page = player:get_inventory_formspec()
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local page = player:get_inventory_formspec()
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if page:find("detached:"..name.."_armor") then
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if page:find("detached:"..name.."_armor") then
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inventory_plus.set_inventory_formspec(player, formspec)
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inventory_plus.set_inventory_formspec(player, formspec)
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@ -289,7 +294,7 @@ default.player_register_model("3d_armor_character.x", {
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local name = player:get_player_name()
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local name = player:get_player_name()
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if inventory_plus and fields.armor then
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if inv_mod == "inventory_plus" and fields.armor then
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local formspec = armor:get_armor_formspec(name)
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local formspec = armor:get_armor_formspec(name)
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inventory_plus.set_inventory_formspec(player, formspec)
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inventory_plus.set_inventory_formspec(player, formspec)
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return
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return
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@ -338,7 +343,7 @@ minetest.register_on_joinplayer(function(player)
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return count
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return count
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end,
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end,
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})
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})
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if inventory_plus then
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if inv_mod == "inventory_plus" then
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inventory_plus.register_button(player,"armor", "Armor")
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inventory_plus.register_button(player,"armor", "Armor")
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end
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end
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armor_inv:set_size("armor", 6)
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armor_inv:set_size("armor", 6)
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@ -372,16 +377,19 @@ minetest.register_on_joinplayer(function(player)
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preview = armor.default_skin.."_preview.png",
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preview = armor.default_skin.."_preview.png",
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}
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}
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if minetest.get_modpath("skins") then
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if minetest.get_modpath("skins") then
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skin_mod = "skins"
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local skin = skins.skins[name]
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local skin = skins.skins[name]
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if skin and skins.get_type(skin) == skins.type.MODEL then
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if skin and skins.get_type(skin) == skins.type.MODEL then
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armor.textures[name].skin = skin..".png"
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armor.textures[name].skin = skin..".png"
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end
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end
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elseif minetest.get_modpath("simple_skins") then
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elseif minetest.get_modpath("simple_skins") then
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skin_mod = "skins"
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local skin = skins.skins[name]
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local skin = skins.skins[name]
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if skin then
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if skin then
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armor.textures[name].skin = skin..".png"
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armor.textures[name].skin = skin..".png"
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end
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end
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elseif minetest.get_modpath("u_skins") then
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elseif minetest.get_modpath("u_skins") then
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skin_mod = "u_skins"
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local skin = u_skins.u_skins[name]
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local skin = u_skins.u_skins[name]
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if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
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if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
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armor.textures[name].skin = skin..".png"
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armor.textures[name].skin = skin..".png"
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@ -398,7 +406,7 @@ minetest.register_on_joinplayer(function(player)
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for i=1, ARMOR_INIT_TIMES do
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for i=1, ARMOR_INIT_TIMES do
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minetest.after(ARMOR_INIT_DELAY * i, function(player)
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minetest.after(ARMOR_INIT_DELAY * i, function(player)
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armor:set_player_armor(player)
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armor:set_player_armor(player)
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if inventory_plus == nil and unified_inventory == nil then
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if not inv_mod then
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armor:update_inventory(player)
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armor:update_inventory(player)
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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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@ -422,9 +430,9 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
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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:set_player_armor(player)
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armor:set_player_armor(player)
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if unified_inventory then
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if inv_mod == "unified_inventory" then
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unified_inventory.set_inventory_formspec(player, "craft")
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unified_inventory.set_inventory_formspec(player, "craft")
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elseif inventory_plus then
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elseif inv_mod == "inventory_plus" then
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local formspec = inventory_plus.get_formspec(player,"main")
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local formspec = inventory_plus.get_formspec(player,"main")
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inventory_plus.set_inventory_formspec(player, formspec)
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inventory_plus.set_inventory_formspec(player, formspec)
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else
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else
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