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Player skins: Adjust inventory preview image, too
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@ -4,6 +4,9 @@ local players = {}
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-- Containing all the items for each Creative Mode tab
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local inventory_lists = {}
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local show_armor = minetest.get_modpath("3d_armor") ~= nil
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local mod_player = minetest.get_modpath("mcl_player") ~= nil
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-- TODO: Brewing is disabled. Add brewing (uncommented code) when it is implemented properly
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-- Create tables
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@ -271,15 +274,20 @@ mcl_inventory.set_creative_formspec = function(player, start_i, pagenum, inv_siz
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inv_bg = "crafting_inventory_creative_survival.png"
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-- Show armor and player image
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local show_armor = minetest.get_modpath("3d_armor")
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local img = "player.png"
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local img, img_player
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if mod_player then
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img_player = mcl_player.player_get_preview(player)
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else
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img_player = "player.png"
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end
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img = img_player
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local player_preview = "image[3.9,1.4;1.2333,2.4666;"..img.."]"
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if show_armor and armor.textures[playername] and armor.textures[playername].preview then
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img = armor.textures[playername].preview
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local s1 = img:find("character_preview")
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if s1 ~= nil then
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s1 = img:sub(s1+21)
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img = "player.png"..s1
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img = img_player..s1
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end
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player_preview = "image[3.9,1.4;1.2333,2.4666;"..img.."]"
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end
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@ -1,3 +1,4 @@
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mcl_init
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mcl_player?
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_mcl_autogroup?
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3d_armor?
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@ -1,8 +1,7 @@
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mcl_inventory = {}
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local show_armor = false
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if minetest.get_modpath("3d_armor") ~= nil then show_armor = true end
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local show_armor = minetest.get_modpath("3d_armor") ~= nil
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local mod_player = minetest.get_modpath("mcl_player") ~= nil
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-- Returns a single itemstack in the given inventory to the main inventory, or drop it when there's no space left
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local function return_item(itemstack, dropper, pos, inv)
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@ -59,14 +58,20 @@ local function set_inventory(player, armor_change_only)
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local player_name = player:get_player_name()
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-- Show armor and player image
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local img = "player.png"
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local img, img_player
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if mod_player then
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img_player = mcl_player.player_get_preview(player)
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else
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img_player = "player.png"
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end
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img = img_player
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local player_preview = "image[0.6,0.2;2,4;"..img.."]"
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if show_armor and armor.textures[player_name] and armor.textures[player_name].preview then
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img = armor.textures[player_name].preview
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local s1 = img:find("character_preview")
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if s1 ~= nil then
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s1 = img:sub(s1+21)
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img = "player.png"..s1
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img = img_player..s1
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end
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player_preview = "image[1.1,0.2;2,4;"..img.."]"
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end
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@ -70,10 +70,22 @@ function mcl_player.player_set_model(player, model_name)
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player_model[name] = model_name
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end
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function mcl_player.player_set_textures(player, textures)
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function mcl_player.player_set_textures(player, textures, preview)
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local name = player:get_player_name()
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player_textures[name] = textures
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player:set_properties({textures = textures,})
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if preview then
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player:set_attribute("mcl_player:preview", preview)
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end
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end
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function mcl_player.player_get_preview(player)
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local preview = player:get_attribute("mcl_player:preview")
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if not preview then
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return "player.png"
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else
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return preview
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end
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end
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function mcl_player.player_set_animation(player, anim_name, speed)
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@ -3,7 +3,7 @@
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-- Released by TenPlus1 and based on Zeg9's code under MIT license
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skins = {
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skins = {}, meta = {},
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skins = {}, previews = {}, meta = {},
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modpath = minetest.get_modpath("simple_skins"),
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skin_count = 0, -- counter of _custom_ skins (all skins except character.png)
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}
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@ -49,18 +49,30 @@ while true do
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skins.skin_count = skins.skin_count + 1
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end
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skins.set_player_skin = function(player, skin)
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skins.set_player_skin = function(player, skin_id)
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if not player then
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return
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return false
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end
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local playername = player:get_player_name()
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local skin, preview
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if skin_id == nil or type(skin_id) ~= "number" or skin_id < 0 or skin_id > skins.skin_count then
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return false
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elseif skin_id == 0 then
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skin = "character"
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preview = "player"
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else
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skin = "character_" .. tostring(skin_id)
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preview = "player_" .. tostring(skin_id)
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end
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skins.skins[playername] = skin
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player:set_attribute("simple_skins:skin", skins.skins[playername])
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skins.previews[playername] = preview
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player:set_attribute("simple_skins:skin_id", skin_id)
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skins.update_player_skin(player)
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if minetest.get_modpath("3d_armor") then
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armor.textures[playername].skin = skin .. ".png"
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armor:update_player_visuals(player)
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end
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return true
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end
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skins.update_player_skin = function(player)
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@ -68,27 +80,21 @@ skins.update_player_skin = function(player)
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return
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end
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local playername = player:get_player_name()
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mcl_player.player_set_textures(player, { skins.skins[playername] .. ".png" })
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mcl_player.player_set_textures(player, { skins.skins[playername] .. ".png" }, skins.previews[playername] .. ".png" )
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end
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-- load player skin on join
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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 skin = player:get_attribute("simple_skins:skin")
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local skin_id = player:get_attribute("simple_skins:skin_id")
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local set_skin
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-- do we already have a skin in player attributes?
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if skin then
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set_skin = skin
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if skin_id then
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set_skin = tonumber(skin_id)
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-- otherwise use random skin if not set
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else
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local r = math.random(0, skins.skin_count)
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if r == 0 then
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set_skin = "character"
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else
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set_skin = "character_" .. r
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end
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set_skin = math.random(0, skins.skin_count)
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end
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if set_skin then
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skins.set_player_skin(player, set_skin)
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@ -125,16 +131,11 @@ minetest.register_chatcommand("setskin", {
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end
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local skin
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if skin_id == nil or skin_id > skins.skin_count or skin_id < 0 then
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local ok = skins.set_player_skin(player, skin_id)
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if not ok then
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return false, S("Invalid skin number! Valid numbers: 0 to @1", skins.skin_count)
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elseif skin_id == 0 then
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skin = "character"
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else
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skin = "character_" .. tostring(skin_id)
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end
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skins.set_player_skin(player, skin)
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local skinfile = skin..".png"
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local skinfile = "Skin #"..skin_id
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local your_msg = S("Your skin has been set to: @1", skinfile)
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if name == playername then
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BIN
mods/PLAYER/simple_skins/textures/player_1.png
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BIN
mods/PLAYER/simple_skins/textures/player_1.png
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Binary file not shown.
After Width: | Height: | Size: 2.6 KiB |
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