minetest.register_entity("mcl_wieldview:wieldview", { initial_properties = { hp_max = 1, visual = "wielditem", physical = false, is_visible = false, pointable = false, collide_with_objects = false, static_save = false, collisionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21}, selectionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21}, visual_size = {x = 0.21, y = 0.21}, } }) local wieldview_luaentites = {} local function update_wieldview_entity(player) local luaentity = wieldview_luaentites[player] if luaentity and luaentity.object:get_yaw() then local item = player:get_wielded_item():get_name() if item == luaentity._item then return end luaentity._item = item local def = player:get_wielded_item():get_definition() if def and def._mcl_wieldview_item then item = def._mcl_wieldview_item end local item_def = minetest.registered_items[item] luaentity.object:set_properties({ glow = item_def and item_def.light_source or 0, wield_item = item, is_visible = item ~= "" }) else -- If the player is running through an unloaded area, -- the wieldview entity will sometimes get unloaded. -- This code path is also used to initalize the wieldview. -- Creating entites from minetest.register_on_joinplayer -- is unreliable as of Minetest 5.6 local obj_ref = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldview") if not obj_ref then return end obj_ref:set_attach(player, "Wield_Item") --obj_ref:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 45, 90)) wieldview_luaentites[player] = obj_ref:get_luaentity() end end minetest.register_on_leaveplayer(function(player) if wieldview_luaentites[player] then wieldview_luaentites[player].object:remove() end wieldview_luaentites[player] = nil end) minetest.register_globalstep(function(dtime) local players = minetest.get_connected_players() for i, player in pairs(players) do update_wieldview_entity(player) end end)