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https://github.com/minetest-mods/3d_armor.git
synced 2024-11-22 20:43:43 +01:00
Add support for multiskin mod
This commit is contained in:
parent
ea29ec6f6f
commit
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@ -1,4 +1,4 @@
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local skin_previews = {}
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local use_multiskin = minetest.global_exists("multiskin")
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local use_player_monoids = minetest.global_exists("player_monoids")
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local use_player_monoids = minetest.global_exists("player_monoids")
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local use_armor_monoid = minetest.global_exists("armor_monoid")
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local use_armor_monoid = minetest.global_exists("armor_monoid")
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local armor_def = setmetatable({}, {
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local armor_def = setmetatable({}, {
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@ -39,7 +39,7 @@ armor = {
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"list[current_player;main;0,5.85;8,3;8]",
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"list[current_player;main;0,5.85;8,3;8]",
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def = armor_def,
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def = armor_def,
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textures = armor_textures,
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textures = armor_textures,
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default_skin = "character",
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default_skin = "character.png",
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materials = {
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materials = {
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wood = "group:wood",
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wood = "group:wood",
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cactus = "default:cactus",
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cactus = "default:cactus",
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@ -156,16 +156,22 @@ armor.run_callbacks = function(self, callback, player, index, stack)
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end
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end
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armor.update_player_visuals = function(self, player)
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armor.update_player_visuals = function(self, player)
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if not player then
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local name = self:get_valid_player(player, "[update_player_visuals]")
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if not name then
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return
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return
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end
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end
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local name = player:get_player_name()
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local textures = {
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if self.textures[name] then
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"blank.png",
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default.player_set_textures(player, {
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"blank.png",
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self.textures[name].skin,
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self.textures[name].armor,
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self.textures[name].armor,
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self.textures[name].wielditem,
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self.textures[name].wielditem,
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}
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})
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if use_multiskin then
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multiskin.textures[name] = textures
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multiskin.update_player_visuals(player)
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else
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textures[1] = armor.default_skin
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default.player_set_textures(player, textures)
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end
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end
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end
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end
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@ -177,14 +183,17 @@ armor.set_player_armor = function(self, player)
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local state = 0
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local state = 0
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local count = 0
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local count = 0
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local material = {count=1}
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local material = {count=1}
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local preview = armor:get_preview(name)
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local preview = "3d_armor_preview.png"
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local texture = "3d_armor_trans.png"
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local texture = "blank.png"
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local textures = {}
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local textures = {}
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local physics = {}
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local physics = {}
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local attributes = {}
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local attributes = {}
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local levels = {}
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local levels = {}
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local groups = {}
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local groups = {}
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local change = {}
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local change = {}
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if use_multiskin then
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preview = multiskin.get_preview(player) or preview
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end
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for _, phys in pairs(self.physics) do
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for _, phys in pairs(self.physics) do
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physics[phys] = 1
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physics[phys] = 1
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end
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end
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@ -375,33 +384,6 @@ armor.damage = function(self, player, index, stack, use)
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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.get_player_skin = function(self, name)
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local skin = nil
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if self.skin_mod == "skins" or self.skin_mod == "simple_skins" then
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skin = skins.skins[name]
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elseif self.skin_mod == "u_skins" then
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skin = u_skins.u_skins[name]
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elseif self.skin_mod == "wardrobe" then
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local skins = wardrobe.playerSkins or {}
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if skins[name] then
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skin = string.gsub(skins[name], "%.png$","")
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end
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end
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return skin or armor.default_skin
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end
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armor.add_preview = function(self, preview)
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skin_previews[preview] = true
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end
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armor.get_preview = function(self, name)
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local preview = armor:get_player_skin(name).."_preview.png"
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if skin_previews[preview] then
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return preview
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end
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return "character_preview.png"
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end
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armor.get_armor_formspec = function(self, name, listring)
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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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if armor.def[name].init_time == 0 then
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return "label[0,0;Armor not initialized!]"
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return "label[0,0;Armor not initialized!]"
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@ -5,3 +5,4 @@ fire?
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ethereal?
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ethereal?
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bakedclay?
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bakedclay?
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intllib?
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intllib?
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multiskin?
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@ -59,25 +59,14 @@ for material, _ in pairs(armor.materials) do
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end
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end
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-- Mod Compatibility
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-- Mod Compatibility
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if minetest.get_modpath("multiskin") then
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multiskin.model = "3d_armor_character.b3d"
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end
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if minetest.get_modpath("technic") then
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if minetest.get_modpath("technic") then
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armor.formspec = armor.formspec..
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armor.formspec = armor.formspec..
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"label[5,2.5;"..S("Radiation")..": armor_group_radiation]"
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"label[5,2.5;"..S("Radiation")..": armor_group_radiation]"
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armor:register_armor_group("radiation")
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armor:register_armor_group("radiation")
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end
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end
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local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
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for _, mod in pairs(skin_mods) do
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local path = minetest.get_modpath(mod)
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if path then
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local dir_list = minetest.get_dir_list(path.."/textures")
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for _, fn in pairs(dir_list) do
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if fn:find("_preview.png$") then
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armor:add_preview(fn)
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end
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end
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armor.skin_mod = mod
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end
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end
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if not minetest.get_modpath("moreores") then
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if not minetest.get_modpath("moreores") then
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armor.materials.mithril = nil
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armor.materials.mithril = nil
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end
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end
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@ -175,24 +164,13 @@ local function init_player_armor(player)
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for group, _ in pairs(armor.registered_groups) do
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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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armor.def[name].groups[group] = 0
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end
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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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armor.textures[name] = {
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skin = skin..".png",
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armor = "blank.png",
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armor = "3d_armor_trans.png",
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wielditem = "blank.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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}
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local texture_path = minetest.get_modpath("player_textures")
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minetest.after(0, function(player)
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if texture_path then
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armor:set_player_armor(player)
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local dir_list = minetest.get_dir_list(texture_path.."/textures")
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end, player)
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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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return true
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end
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end
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@ -201,9 +179,10 @@ end
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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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animation_speed = 30,
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animation_speed = 30,
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textures = {
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textures = {
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armor.default_skin..".png",
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armor.default_skin,
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"3d_armor_trans.png",
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"blank.png",
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"3d_armor_trans.png",
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"blank.png",
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"blank.png",
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},
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},
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animations = {
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animations = {
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stand = {x=0, y=79},
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stand = {x=0, y=79},
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@ -215,22 +194,6 @@ default.player_register_model("3d_armor_character.b3d", {
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},
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},
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})
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})
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local name = armor:get_valid_player(player, "[on_player_receive_fields]")
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if not name then
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return
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end
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for field, _ in pairs(fields) do
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if string.find(field, "skins_set") then
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minetest.after(0, function(player)
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local skin = armor:get_player_skin(name)
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armor.textures[name].skin = skin..".png"
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armor:set_player_armor(player)
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end, player)
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end
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end
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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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Binary file not shown.
Binary file not shown.
Before Width: | Height: | Size: 215 B After Width: | Height: | Size: 215 B |
@ -66,7 +66,7 @@ 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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local name = player:get_player_name()
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local name = player:get_player_name()
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wieldview.wielded_item[name] = ""
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wieldview.wielded_item[name] = ""
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minetest.after(0, function(player)
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minetest.after(1, function(player)
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wieldview:update_wielded_item(player)
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wieldview:update_wielded_item(player)
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end, player)
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end, player)
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end)
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end)
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