Fix chest boat model
@ -56,7 +56,7 @@ end
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local function set_attach(boat)
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boat._driver:set_attach(boat.object, "",
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{x = 0, y = 0.42, z = -1}, {x = 0, y = 0, z = 0})
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{x = 0, y = 1.5, z = 1}, {x = 0, y = 0, z = 0})
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end
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local function set_double_attach(boat)
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@ -67,7 +67,7 @@ local function set_double_attach(boat)
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end
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local function set_choat_attach(boat)
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boat._driver:set_attach(boat.object, "",
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{x = 0, y = 0.42, z = 1.8}, {x = 0, y = 0, z = 0})
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{x = 0, y = 1.5, z = 1}, {x = 0, y = 0, z = 0})
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end
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local function attach_object(self, obj)
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@ -135,7 +135,7 @@ local boat = {
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selectionbox = {-0.7, -0.15, -0.7, 0.7, 0.55, 0.7},
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visual = "mesh",
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mesh = "mcl_boats_boat.b3d",
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textures = {"mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png", "mcl_boats_texture_oak_boat.png"},
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textures = { "mcl_boats_texture_oak_boat.png", "blank.png" },
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visual_size = boat_visual_size,
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hp_max = boat_max_hp,
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damage_texture_modifier = "^[colorize:white:0",
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@ -146,7 +146,7 @@ local boat = {
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_last_v = 0, -- Temporary speed variable
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_removed = false, -- If true, boat entity is considered removed (e.g. after punch) and should be ignored
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_itemstring = "mcl_boats:boat", -- Itemstring of the boat item (implies boat type)
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_animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling forwards
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_animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling backwards
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_regen_timer = 0,
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_damage_anim = 0,
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}
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@ -169,8 +169,14 @@ function boat.on_activate(self, staticdata, dtime_s)
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self._last_v = self._v
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self._itemstring = data.itemstring
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while #data.textures < 5 do
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table.insert(data.textures, data.textures[1])
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-- Update the texutes for existing old boat entity instances.
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-- Maybe remove this in the future.
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if #data.textures ~= 2 then
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local has_chest = self._itemstring:find("chest")
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data.textures = {
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data.textures[1]:gsub("_chest", ""),
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has_chest and "mcl_chests_normal.png" or "blank.png"
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}
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end
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self.object:set_properties({textures = data.textures})
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@ -422,8 +428,7 @@ end
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minetest.register_entity("mcl_boats:boat", boat)
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local cboat = table.copy(boat)
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cboat.mesh = "mcl_boats_boat_with_chest.b3d"
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cboat.textures = {"mcl_boats_texture_oak_chest_boat.png", "mcl_boats_texture_oak_chest_boat.png", "mcl_boats_texture_oak_chest_boat.png", "mcl_boats_texture_oak_chest_boat.png", "mcl_boats_texture_oak_chest_boat.png"}
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cboat.textures = { "mcl_boats_texture_oak_chest_boat.png", "mcl_chests_normal.png" }
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cboat._itemstring = "mcl_boats:chest_boat"
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cboat.collisionbox = {-0.5, -0.15, -0.5, 0.5, 0.75, 0.5}
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cboat.selectionbox = {-0.7, -0.15, -0.7, 0.7, 0.75, 0.7}
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@ -433,11 +438,7 @@ mcl_entity_invs.register_inv("mcl_boats:chest_boat","Boat",27)
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local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove" }
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local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat") }
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local craftstuffs = {}
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if minetest.get_modpath("mcl_core") then
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craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood" }
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end
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local images = { "oak", "spruce", "birch", "jungle", "acacia", "dark_oak", "obsidian", "mangrove", "oak_chest", "spruce_chest", "birch_chest", "jungle_chest", "acacia_chest", "dark_oak_chest", "mangrove_chest" }
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local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood" }
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for b=1, #boat_ids do
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local itemstring = "mcl_boats:"..boat_ids[b]
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@ -453,6 +454,21 @@ for b=1, #boat_ids do
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end
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tt_help = S("Water vehicle")
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local inventory_image
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local texture
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local id = boat_ids[b]
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if id:find("chest") then
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if id == "chest_boat" then id = "oak" end
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local id = id:gsub("chest_boat_", "")
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inventory_image = "mcl_boats_" .. id .. "_chest_boat.png"
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texture = "mcl_boats_texture_" .. id .. "_boat.png"
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else
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if id == "boat" then id = "oak" end
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local id = id:gsub("boat_", "")
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inventory_image = "mcl_boats_" .. id .. "_boat.png"
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texture = "mcl_boats_texture_" .. id .. "_boat.png"
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end
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minetest.register_craftitem(itemstring, {
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description = names[b],
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_tt_help = tt_help,
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@ -460,7 +476,7 @@ for b=1, #boat_ids do
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_doc_items_entry_name = helpname,
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_doc_items_longdesc = longdesc,
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_doc_items_usagehelp = usagehelp,
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inventory_image = "mcl_boats_"..images[b].."_boat.png",
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inventory_image = inventory_image,
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liquids_pointable = true,
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groups = { boat = 1, transport = 1},
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stack_max = 1,
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@ -488,13 +504,14 @@ for b=1, #boat_ids do
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pos = vector.add(pos, vector.multiply(dir, boat_y_offset_ground))
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end
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local boat_ent = "mcl_boats:boat"
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local chest_tex = "blank.png"
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if itemstring:find("chest") then
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boat_ent = "mcl_boats:chest_boat"
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chest_tex = "mcl_chests_normal.png"
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end
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local boat = minetest.add_entity(pos, boat_ent)
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local texture = "mcl_boats_texture_"..images[b].."_boat.png"
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boat:get_luaentity()._itemstring = itemstring
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boat:set_properties({textures = { texture, texture, texture, texture, texture }})
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boat:set_properties({ textures = { texture, chest_tex } })
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boat:set_yaw(placer:get_look_horizontal())
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if not minetest.is_creative_enabled(placer:get_player_name()) then
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itemstack:take_item()
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Before Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 15 KiB |