forked from mtcontrib/3d_armor
Reverse order of stack and index in callbacks for consistency
This commit is contained in:
parent
a2ec13e28d
commit
99bc8cf2d3
|
@ -107,7 +107,7 @@ armor:register_armor("mod_name:speed_boots", {
|
|||
armor_groups = {fleshy=10, radiation=10},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=3, crumbly=3, level=1},
|
||||
reciprocate_damage = true,
|
||||
on_destroy = function(player, stack, index)
|
||||
on_destroy = function(player, index, stack)
|
||||
local pos = player:getpos()
|
||||
if pos then
|
||||
minetest.sound_play({
|
||||
|
@ -140,10 +140,10 @@ Reciprocal tool damage will be done only by the first armor inventory item
|
|||
|
||||
Item Callbacks:
|
||||
|
||||
on_equip = func(player, stack, index)
|
||||
on_unequip = func(player, stack, index)
|
||||
on_destroy = func(player, stack, index)
|
||||
on_damage = func(player, stack, index)
|
||||
on_equip = func(player, index, stack)
|
||||
on_unequip = func(player, index, stack)
|
||||
on_destroy = func(player, index, stack)
|
||||
on_damage = func(player, index, stack)
|
||||
on_punch = func(player, hitter, time_from_last_punch, tool_capabilities)
|
||||
|
||||
Notes:
|
||||
|
@ -157,9 +157,9 @@ When armor is destroyed `stack` will contain a copy of the previous stack.
|
|||
Global Callbacks:
|
||||
|
||||
armor:register_on_update(func(player))
|
||||
armor:register_on_equip(func(player, stack, index))
|
||||
armor:register_on_unequip(func(player, stack, index))
|
||||
armor:register_on_destroy(func(player, stack, index))
|
||||
armor:register_on_equip(func(player, index, stack))
|
||||
armor:register_on_unequip(func(player, index, stack))
|
||||
armor:register_on_destroy(func(player, index, stack))
|
||||
|
||||
Global Callback Example:
|
||||
|
||||
|
|
|
@ -140,17 +140,17 @@ armor.register_on_destroy = function(self, func)
|
|||
end
|
||||
end
|
||||
|
||||
armor.run_callbacks = function(self, callback, player, stack, index)
|
||||
armor.run_callbacks = function(self, callback, player, index, stack)
|
||||
if stack then
|
||||
local def = stack:get_definition() or {}
|
||||
if type(def[callback]) == "function" then
|
||||
def[callback](player, stack, index)
|
||||
def[callback](player, index, stack)
|
||||
end
|
||||
end
|
||||
local callbacks = self.registered_callbacks[callback]
|
||||
if callbacks then
|
||||
for _, func in pairs(callbacks) do
|
||||
func(player, stack, index)
|
||||
func(player, index, stack)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -180,12 +180,12 @@ armor.init_player_armor = function(self, player)
|
|||
on_put = function(inv, listname, index, stack, player)
|
||||
player:get_inventory():set_stack(listname, index, stack)
|
||||
armor:set_player_armor(player)
|
||||
armor:run_callbacks("on_equip", player, stack, index)
|
||||
armor:run_callbacks("on_equip", player, index, stack)
|
||||
end,
|
||||
on_take = function(inv, listname, index, stack, player)
|
||||
player:get_inventory():set_stack(listname, index, nil)
|
||||
armor:set_player_armor(player)
|
||||
armor:run_callbacks("on_unequip", player, stack, index)
|
||||
armor:run_callbacks("on_unequip", player, index, stack)
|
||||
end,
|
||||
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
|
||||
local plaver_inv = player:get_inventory()
|
||||
|
@ -222,7 +222,7 @@ armor.init_player_armor = function(self, player)
|
|||
for i=1, 6 do
|
||||
local stack = player_inv:get_stack("armor", i)
|
||||
armor_inv:set_stack("armor", i, stack)
|
||||
self:run_callbacks("on_equip", player, stack, i)
|
||||
self:run_callbacks("on_equip", player, i, stack)
|
||||
end
|
||||
self.def[name] = {
|
||||
init_time = minetest.get_gametime(),
|
||||
|
@ -448,10 +448,10 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
|
|||
local old_stack = ItemStack(stack)
|
||||
stack:add_wear(use)
|
||||
self:set_inventory_stack(player, i, stack)
|
||||
self:run_callbacks("on_damage", player, stack, i)
|
||||
self:run_callbacks("on_damage", player, i, stack)
|
||||
if stack:get_count() == 0 then
|
||||
self:run_callbacks("on_unequip", player, old_stack, i)
|
||||
self:run_callbacks("on_destroy", player, old_stack, i)
|
||||
self:run_callbacks("on_unequip", player, i, old_stack)
|
||||
self:run_callbacks("on_destroy", player, i, old_stack)
|
||||
self:set_player_armor(player)
|
||||
end
|
||||
end
|
||||
|
|
|
@ -63,7 +63,7 @@ armor.formspec = armor.formspec..
|
|||
if armor.config.fire_protect then
|
||||
armor.formspec = armor.formspec.."label[5,2;"..S("Fire")..": armor_fire]"
|
||||
end
|
||||
armor:register_on_destroy(function(player, stack)
|
||||
armor:register_on_destroy(function(player, index, stack)
|
||||
local name = player:get_player_name()
|
||||
local def = stack:get_definition()
|
||||
if name and def and def.description then
|
||||
|
@ -164,7 +164,7 @@ if armor.config.drop == true or armor.config.destroy == true then
|
|||
if stack:get_count() > 0 then
|
||||
table.insert(drop, stack)
|
||||
armor:set_inventory_stack(player, i, nil)
|
||||
armor:run_callbacks("on_unequip", player, stack, i)
|
||||
armor:run_callbacks("on_unequip", player, i, stack)
|
||||
end
|
||||
end
|
||||
armor:set_player_armor(player)
|
||||
|
|
|
@ -50,10 +50,10 @@ if armor.materials.wood then
|
|||
armor_groups = {fleshy=5},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, stack, index)
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_wood_footstep")
|
||||
end,
|
||||
on_destroy = function(player, stack, index)
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_wood_footstep")
|
||||
end,
|
||||
})
|
||||
|
@ -64,10 +64,10 @@ if armor.materials.wood then
|
|||
armor_groups = {fleshy=8},
|
||||
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=2},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, stack, index)
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dig_metal")
|
||||
end,
|
||||
on_destroy = function(player, stack, index)
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dug_metal")
|
||||
end,
|
||||
})
|
||||
|
@ -89,10 +89,10 @@ if armor.materials.cactus then
|
|||
armor_groups = {fleshy=5},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, stack, index)
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_wood_footstep")
|
||||
end,
|
||||
on_destroy = function(player, stack, index)
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_wood_footstep")
|
||||
end,
|
||||
})
|
||||
|
@ -103,10 +103,10 @@ if armor.materials.cactus then
|
|||
armor_groups = {fleshy=8},
|
||||
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=2},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, stack, index)
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dig_metal")
|
||||
end,
|
||||
on_destroy = function(player, stack, index)
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dug_metal")
|
||||
end,
|
||||
})
|
||||
|
@ -129,10 +129,10 @@ if armor.materials.steel then
|
|||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, stack, index)
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dig_metal")
|
||||
end,
|
||||
on_destroy = function(player, stack, index)
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dug_metal")
|
||||
end,
|
||||
})
|
||||
|
@ -147,10 +147,10 @@ if armor.materials.bronze then
|
|||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, stack, index)
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dig_metal")
|
||||
end,
|
||||
on_destroy = function(player, stack, index)
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dug_metal")
|
||||
end,
|
||||
})
|
||||
|
@ -164,10 +164,10 @@ if armor.materials.diamond then
|
|||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, stack, index)
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_glass_footstep")
|
||||
end,
|
||||
on_destroy = function(player, stack, index)
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_break_glass")
|
||||
end,
|
||||
})
|
||||
|
@ -182,10 +182,10 @@ if armor.materials.gold then
|
|||
armor_groups = {fleshy=10},
|
||||
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, stack, index)
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dig_metal")
|
||||
end,
|
||||
on_destroy = function(player, stack, index)
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_dug_metal")
|
||||
end,
|
||||
})
|
||||
|
@ -199,10 +199,10 @@ if armor.materials.mithril then
|
|||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, stack, index)
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_glass_footstep")
|
||||
end,
|
||||
on_destroy = function(player, stack, index)
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_break_glass")
|
||||
end,
|
||||
})
|
||||
|
@ -216,10 +216,10 @@ if armor.materials.crystal then
|
|||
armor_groups = {fleshy=15},
|
||||
damage_groups = {cracky=2, snappy=1, level=3},
|
||||
reciprocate_damage = true,
|
||||
on_damage = function(player, stack, index)
|
||||
on_damage = function(player, index, stack)
|
||||
play_sound_effect(player, "default_glass_footstep")
|
||||
end,
|
||||
on_destroy = function(player, stack, index)
|
||||
on_destroy = function(player, index, stack)
|
||||
play_sound_effect(player, "default_break_glass")
|
||||
end,
|
||||
})
|
||||
|
|
Loading…
Reference in New Issue
Block a user