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init-cleanup
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@ -6,7 +6,7 @@
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|-[Armor Configuration](#armor-configuration) |||- - [3d_Armor Item Storage](#3d_armor-item-storage)
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|- - [disable_specific_materials](#to-disable-individual-armor-materials) |||- - [Armor Registration](#armor-registration)
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|- - [armor_init_delay](#initialization-glitches-when-a-player-first-joins) |||- - [Registering Armor Groups](#registering-armor-groups)
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|- - [armor_init_times](#number-of-initialization-attempts) |||- - [Groups used by 3d_Armor](#groups-used-by-3d_armor)
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|- - [wieldview_update_time](#how-often-player-wield-items-are-updated) |||- - [Groups used by 3d_Armor](#groups-used-by-3d_armor)
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|- - [armor_bones_delay](#armor-not-in-bones-due-to-server-lag) |||- - - [Elements](#elements)
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|- - [armor_update_time](#how-often-player-armor-items-are-updated) |||- - - [Attributes](#attributes)
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|- - [armor_drop](#drop-armor-when-a-player-dies) |||- - - [Physics](#physics)
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@ -19,7 +19,7 @@
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|- - [armor_fire_protect](#enable-fire-protection) |||- - - [armor:remove_all](#armor-remove_all)
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|- - [armor_punch_damage](#enable-punch-damage-effects) |||- - - [armor:equip](#armor-equip)
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|- - [armor_migrate_old_inventory](#migration-of-old-armor-inventories) |||- - - [armor:unequip](#armor-unequip)
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|- - [wieldview_update_time](#how-often-player-wield-items-are-updated) |||- - - [armor:update_skin](#armor-update_skin)
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| |||- - - [armor:update_skin](#armor-update_skin)
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|-[Credits](#credits) |||- - [Callbacks](#Callbacks)
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| |||- - - [Item callbacks](#item-callbacks)
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| |||- - - [Global callbacks](#global-callbacks)
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@ -60,11 +60,6 @@ Change the following default settings by going to Main Menu>>Settings(Tab)>>All
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armor_init_delay = 2
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### Number of initialization attempts
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**Increase to prevent glitches - Use in conjunction with armor_init_delay if initialization problems persist.**
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armor_init_times = 10
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### Armor not in bones due to server lag
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**Increase to help resolve**
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@ -162,7 +162,6 @@ armor = {
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armor.config = {
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init_delay = 2,
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init_times = 10,
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bones_delay = 1,
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update_time = 1,
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drop = minetest.get_modpath("bones") ~= nil,
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@ -809,9 +808,6 @@ end
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-- @tparam[opt] bool listring Use `listring` formspec element (default: `false`).
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-- @treturn string Formspec formatted string.
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armor.get_armor_formspec = function(self, name, listring)
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if armor.def[name].init_time == 0 then
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return "label[0,0;Armor not initialized!]"
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end
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local formspec = armor.formspec..
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"list[detached:"..name.."_armor;armor;0,0.5;2,3;]"
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if listring == true then
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@ -35,10 +35,6 @@ ARMOR_FIRE_NODES = {
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-- Increase this if you get initialization glitches when a player first joins.
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ARMOR_INIT_DELAY = 1
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-- Number of initialization attempts.
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-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
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ARMOR_INIT_TIMES = 1
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-- Increase this if armor is not getting into bones due to server lag.
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ARMOR_BONES_DELAY = 1
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@ -2,7 +2,6 @@ local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local worldpath = minetest.get_worldpath()
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local last_punch_time = {}
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local pending_players = {}
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local timer = 0
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dofile(modpath.."/api.lua")
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@ -181,11 +180,7 @@ local function validate_armor_inventory(player)
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end
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local function init_player_armor(initplayer)
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local name = initplayer:get_player_name()
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local pos = initplayer:get_pos()
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if not name or not pos then
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return false
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end
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local name = assert(initplayer:get_player_name())
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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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validate_armor_inventory(player)
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@ -256,7 +251,6 @@ local function init_player_armor(initplayer)
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end
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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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@ -289,7 +283,6 @@ local function init_player_armor(initplayer)
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end
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end
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armor:set_player_armor(initplayer)
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return true
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end
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-- Armor Player Model
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@ -330,15 +323,7 @@ end)
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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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local player_name = player:get_player_name()
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minetest.after(0, function()
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-- TODO: Added in 7566ecc - What's the prupose?
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local pplayer = minetest.get_player_by_name(player_name)
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if pplayer and init_player_armor(pplayer) == false then
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pending_players[pplayer] = 0
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end
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end)
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init_player_armor(player)
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end)
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minetest.register_on_leaveplayer(function(player)
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@ -347,7 +332,6 @@ minetest.register_on_leaveplayer(function(player)
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armor.def[name] = nil
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armor.textures[name] = nil
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end
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pending_players[player] = nil
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end)
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if armor.config.drop == true or armor.config.destroy == true then
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@ -469,18 +453,6 @@ minetest.register_globalstep(function(dtime)
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end
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timer = 0
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for player, count in pairs(pending_players) do
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local remove = init_player_armor(player) == true
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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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minetest.log("warning", "3d_armor: Failed to initialize player")
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remove = true
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end
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if remove == true then
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pending_players[player] = nil
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end
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end
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-- water breathing protection, added by TenPlus1
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if armor.config.water_protect == true then
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for _,player in pairs(minetest.get_connected_players()) do
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@ -2,3 +2,4 @@ name = 3d_armor
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depends = default, player_api
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optional_depends = player_monoids, armor_monoid, pova, moreores
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description = Adds craftable armor that is visible to other players.
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min_minetest_version = 5.0
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@ -33,9 +33,6 @@ unified_inventory.register_page("armor", {
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local gridy = 0.6
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local name = player:get_player_name()
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if armor.def[name].init_time == 0 then
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return {formspec="label[0,0;"..F(S("Armor not initialized!")).."]"}
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end
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local formspec = perplayer_formspec.standard_inv_bg..
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perplayer_formspec.standard_inv..
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ui.make_inv_img_grid(gridx, gridy, 2, 3)..
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@ -13,10 +13,6 @@ armor_material_nether (Enable nether armor) bool true
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# Increase this if you get initialization glitches when a player first joins.
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armor_init_delay (Initialization delay) int 2
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# Number of initialization attempts.
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# Use in conjunction with armor_init_delay if initialization problems persist.
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armor_init_times (Initialization attempts) int 10
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# Increase this if armor is not getting into bones due to server lag.
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armor_bones_delay (Delay for bones) int 1
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