wield3d/init.lua
stujones11 1dae4896ae Revert to directx player model
Fixes item attachment glitches when the player moves
2016-03-20 15:26:35 +00:00

142 lines
3.5 KiB
Lua

WIELD3D_INIT_DELAY = 1
WIELD3D_RETRY_TIME = 10
WIELD3D_UPDATE_TIME = 1
local modpath = minetest.get_modpath(minetest.get_current_modname())
local input = io.open(modpath.."/wield3d.conf", "r")
if input then
dofile(modpath.."/wield3d.conf")
input:close()
input = nil
end
dofile(modpath.."/location.lua")
local location = {
"Armature_Arm_Right", -- default bone
{x=0.2, y=5.5, z=3}, -- default position
{x=-100, y=225, z=90}, -- default rotation
}
local player_wielding = {}
local timer = 0
local function add_wield_entity(player)
local name = player:get_player_name()
local pos = player:getpos()
local inv = player:get_inventory()
if name and pos and inv then
local offset = {x=pos.x, y=pos.y + 0.5, z=pos.z}
local object = minetest.add_entity(offset, "wield3d:wield_entity")
if object then
object:set_properties({collisionbox={0,0,0, 0,0,0}})
object:set_attach(player, location[1], location[2], location[3])
local entity = object:get_luaentity()
if entity then
entity.player = player
player_wielding[name] = 1
else
object:remove()
end
end
end
end
minetest.register_item("wield3d:hand", {
type = "none",
wield_image = "wield3d_trans.png",
})
minetest.register_entity("wield3d:wield_entity", {
physical = false,
collisionbox = {-0.125,-0.125,-0.125, 0.125,0.125,0.125},
visual = "wielditem",
visual_size = {x=0.25, y=0.25},
textures = {"wield3d:hand"},
player = nil,
item = nil,
timer = 0,
location = {location[1], location[2], location[3]},
on_step = function(self, dtime)
self.timer = self.timer + dtime
if self.timer < WIELD3D_UPDATE_TIME then
return
end
self.timer = 0
local player = self.player
if player then
local name = player:get_player_name()
local p1 = player:getpos()
local p2 = self.object:getpos()
if p1 and p2 then
if vector.equals(p1, p2) then
local stack = player:get_wielded_item()
local item = stack:get_name()
if item == self.item then
return
end
self.item = item
if item == "" then
item = "wield3d:hand"
end
local loc = wield3d_location[item] or location
if loc[1] ~= self.location[1]
or vector.equals(loc[2], self.location[2]) == false
or vector.equals(loc[3], self.location[3]) == false then
self.object:setpos(p2)
self.object:set_detach()
self.object:set_attach(player, loc[1], loc[2], loc[3])
self.location = {loc[1], loc[2], loc[3]}
end
self.object:set_properties({textures={item}})
return
end
end
player_wielding[name] = 0
end
self.object:remove()
end,
})
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer > WIELD3D_RETRY_TIME then
for name, state in pairs(player_wielding) do
if state == 0 then
local player = minetest.get_player_by_name(name)
if player then
add_wield_entity(player)
else
player_wielding[name] = nil
end
end
end
timer = 0
end
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
if name then
player_wielding[name] = nil
end
end)
minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "wield3d_character.x")
player_wielding[player:get_player_name()] = 0
minetest.after(WIELD3D_INIT_DELAY, add_wield_entity, player)
end)
default.player_register_model("wield3d_character.x", {
animation_speed = 30,
textures = {"character.png"},
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
},
})