mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-10-28 20:28:21 +01:00
297 lines
10 KiB
Lua
297 lines
10 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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local minetest = minetest
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local mod_doc = minetest.get_modpath("doc")
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local mod_screwdriver = minetest.get_modpath("screwdriver")
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local equip_armor
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if minetest.get_modpath("mcl_armor") then
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equip_armor = mcl_armor.equip_on_use
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end
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mcl_heads = {}
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-- rotations of head nodes within a quadrant (0° ≤ θ ≤ 90°)
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mcl_heads.FLOOR_DEGREES = { [0]='', '22_5', '45', '67_5', }
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-- box of head nodes
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mcl_heads.FLOOR_BOX = { -0.25, -0.5, -0.25, 0.25, 0.0, 0.25, }
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-- floor head node nodedef template ------------------------------------------------------------------------------------
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--- node definition template for floor mod heads
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mcl_heads.deftemplate_floor = {
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drawtype = "nodebox",
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node_box = {
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type = "fixed",
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fixed = mcl_heads.FLOOR_BOX,
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},
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groups = {
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handy = 1,
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armor = 1,
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armor_head = 1,
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non_combat_armor = 1,
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non_combat_armor_head = 1,
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head = 1,
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deco_block = 1,
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dig_by_piston = 1,
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},
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use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
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paramtype = "light",
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paramtype2 = "facedir",
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stack_max = 64,
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sunlight_propagates = true,
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sounds = mcl_sounds.node_sound_defaults{
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footstep = {name="default_hard_footstep", gain=0.3},
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},
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is_ground_content = false,
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_mcl_armor_element = "head",
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_mcl_blast_resistance = 1,
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_mcl_hardness = 1,
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on_secondary_use = equip_armor,
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}
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mcl_heads.deftemplate_floor_angled = {
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drawtype = "mesh",
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selection_box = {
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type = "fixed",
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fixed = mcl_heads.FLOOR_BOX,
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},
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collision_box = {
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type = "fixed",
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fixed = mcl_heads.FLOOR_BOX,
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},
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groups = {
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handy = 1,
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head = 1,
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deco_block = 1,
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dig_by_piston = 1,
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not_in_creative_inventory = 1,
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},
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use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
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paramtype = "light",
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paramtype2 = "facedir",
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stack_max = 64,
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sunlight_propagates = true,
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sounds = mcl_sounds.node_sound_defaults{
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footstep = {name="default_hard_footstep", gain=0.3},
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},
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is_ground_content = false,
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_doc_items_create_entry = false,
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_mcl_blast_resistance = 1,
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_mcl_hardness = 1,
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}
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function mcl_heads.deftemplate_floor.on_rotate(pos, node, user, mode, new_param2)
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if mode == screwdriver.ROTATE_AXIS then
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node.name = node.name .. "_wall"
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node.param2 = minetest.dir_to_wallmounted(minetest.facedir_to_dir(node.param2))
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minetest.set_node(pos, node)
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return true
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end
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end
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function mcl_heads.deftemplate_floor.on_place(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return itemstack
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end
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local under = pointed_thing.under
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local node = minetest.get_node(under)
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local def = minetest.registered_nodes[node.name]
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if not def then return itemstack end
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-- Allow pointed node's on_rightclick callback to override place.
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if placer and not placer:get_player_control().sneak then
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if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
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return minetest.registered_nodes[node.name].on_rightclick(under, node, placer, itemstack) or itemstack
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end
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end
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local above = pointed_thing.above
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local dir = {x = under.x - above.x, y = under.y - above.y, z = under.z - above.z}
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local wdir = minetest.dir_to_wallmounted(dir)
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local itemstring = itemstack:get_name()
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local placestack = ItemStack(itemstack)
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-- place wall head node (elsewhere)
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if wdir ~= 0 and wdir ~= 1 then
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placestack:set_name(itemstring .."_wall")
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itemstack = minetest.item_place(placestack, placer, pointed_thing, wdir)
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-- place floor head node (floor and ceiling)
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else
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local fdir = minetest.dir_to_facedir(dir)
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-- determine the head node rotation based on player's yaw (in cw direction from North/Z+)
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local yaw = placer:get_look_horizontal()
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yaw = wdir == 1 and math.pi*2 - yaw or yaw
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local rotation_level = math.min(math.max(math.round((yaw / (math.pi*2)) * 16), 0), 15)
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placestack:set_name(itemstring ..mcl_heads.FLOOR_DEGREES[rotation_level % 4])
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-- determine the head node face direction based on rotation level
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fdir = math.floor(rotation_level / 4) + (wdir == 1 and 0 or 20)
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itemstack = minetest.item_place(placestack, placer, pointed_thing, fdir)
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end
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-- restore item from angled and wall head nodes
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itemstack:set_name(itemstring)
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return itemstack
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end
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-- wall head node nodedef template -------------------------------------------------------------------------------------
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--- node definition template for wall mod heads
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mcl_heads.deftemplate_wall = {
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drawtype = "nodebox",
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node_box = {
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type = "wallmounted",
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wall_bottom = { -0.25, -0.5, -0.25, 0.25, 0.0, 0.25, },
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wall_top = { -0.25, 0.0, -0.25, 0.25, 0.5, 0.25, },
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wall_side = { -0.5, -0.25, -0.25, 0.0, 0.25, 0.25, },
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},
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groups = {
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handy = 1,
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head = 1,
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deco_block = 1,
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dig_by_piston = 1,
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not_in_creative_inventory = 1,
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},
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use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
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paramtype = "light",
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paramtype2 = "wallmounted",
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stack_max = 64,
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sunlight_propagates = true,
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sounds = mcl_sounds.node_sound_defaults{
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footstep = {name="default_hard_footstep", gain=0.3},
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},
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is_ground_content = false,
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_doc_items_create_entry = false,
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_mcl_blast_resistance = 1,
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_mcl_hardness = 1,
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}
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function mcl_heads.deftemplate_wall.on_rotate(pos, node, user, mode, new_param2)
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if mode == screwdriver.ROTATE_AXIS then
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node.name = string.sub(node.name, 1, string.len(node.name)-5)
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node.param2 = minetest.dir_to_facedir(minetest.wallmounted_to_dir(node.param2))
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minetest.set_node(pos, node)
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return true
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end
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end
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-- API functions -------------------------------------------------------------------------------------------------------
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--- @class HeadDef
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--- @field name string identifier for node
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--- @field texture string armor texture for node
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--- @field description string translated description
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--- @field longdesc string translated doc description
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--- @field range_mob string name of mob affected by range reduction
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--- @field range_factor number factor of range reduction
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--- registers a head
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--- @param head_def HeadDef head node definition
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function mcl_heads.register_head(head_def)
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local name = "mcl_heads:" ..head_def.name
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-- register the floor head node
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minetest.register_node(name, table.update(table.copy(mcl_heads.deftemplate_floor), {
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description = head_def.description,
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_doc_items_longdesc = head_def.longdesc,
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-- The head textures are based off the textures of an actual mob.
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tiles = {
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-- Note: bottom texture is overlaid over top texture to get rid of possible transparency.
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-- This is required for skeleton skull and wither skeleton skull.
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-- Note: -x coords go right per-pixel, -y coords go down per-pixel
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"[combine:16x16:-36,4=" ..head_def.texture, -- top
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"([combine:16x16:-36,4=" ..head_def.texture..")^([combine:16x16:-44,4="..head_def.texture..")", -- bottom
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"[combine:16x16:-28,0=" ..head_def.texture, -- left
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"[combine:16x16:-44,0=" ..head_def.texture, -- right
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"[combine:16x16:-52,0=" ..head_def.texture, -- back
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"[combine:16x16:-36,0=" ..head_def.texture, -- front
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},
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_mcl_armor_mob_range_mob = head_def.range_mob,
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_mcl_armor_mob_range_factor = head_def.range_factor,
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_mcl_armor_texture = head_def.texture
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}))
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-- register the angled floor head nodes
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for i, d in ipairs(mcl_heads.FLOOR_DEGREES) do
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minetest.register_node(name ..d, table.update(table.copy(mcl_heads.deftemplate_floor_angled), {
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mesh = "mcl_heads_floor" ..d ..".obj",
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tiles = { head_def.texture },
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drop = name,
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}))
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end
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-- register the wall head node
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minetest.register_node(name .."_wall", table.update(table.copy(mcl_heads.deftemplate_wall), {
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-- The head textures are based off the textures of an actual mob.
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-- Note: -x coords go right per-pixel, -y coords go down per-pixel
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tiles = {
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{ name = "[combine:16x16:-36,-4=" ..head_def.texture, align_style = "world" }, -- front
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{ name = "[combine:16x16:-52,-4="..head_def.texture, align_style = "world" }, -- back
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{ name = "[combine:16x16:-40,-4=" ..head_def.texture, align_style = "world" }, -- right
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{ name = "[combine:16x16:-32,-4=" ..head_def.texture, align_style = "world" }, -- left
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{ name = "([combine:16x16:-36,0=" ..head_def.texture ..")^[transformR180", align_style = "node" }, -- top
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-- Note: bottom texture is overlaid over top texture to get rid of possible transparency.
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-- This is required for skeleton skull and wither skeleton skull.
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{ name = "([combine:16x16:-36,0=" ..head_def.texture ..")^([combine:16x16:-44,8=" ..head_def.texture..")", align_style = "node" }, -- bottom
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},
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drop = name,
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}))
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end
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-- initial heads -------------------------------------------------------------------------------------------------------
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mcl_heads.register_head{
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name = "zombie",
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texture = "mcl_heads_zombie.png",
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description = S("Zombie Head"),
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longdesc = S("A zombie head is a small decorative block which resembles the head of a zombie. It can also be worn as a helmet, which reduces the detection range of zombies by 50%."),
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range_mob = "mobs_mc:zombie",
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range_factor = 0.5,
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}
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mcl_heads.register_head{
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name = "creeper",
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texture = "mcl_heads_creeper.png",
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description = S("Creeper Head"),
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longdesc = S("A creeper head is a small decorative block which resembles the head of a creeper. It can also be worn as a helmet, which reduces the detection range of creepers by 50%."),
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range_mob = "mobs_mc:creeper",
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range_factor = 0.5,
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}
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-- Original Minecraft name: “Head”
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mcl_heads.register_head{
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name = "steve",
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texture = "mcl_heads_steve.png",
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description = S("Human Head"),
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longdesc = S("A human head is a small decorative block which resembles the head of a human (i.e. a player character). It can also be worn as a helmet for fun, but does not offer any protection."),
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}
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mcl_heads.register_head{
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name = "skeleton",
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texture = "mcl_heads_skeleton.png",
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description = S("Skeleton Skull"),
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longdesc = S("A skeleton skull is a small decorative block which resembles the skull of a skeleton. It can also be worn as a helmet, which reduces the detection range of skeletons by 50%."),
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range_mob = "mobs_mc:skeleton",
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range_factor = 0.5,
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}
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mcl_heads.register_head{
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name = "wither_skeleton",
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texture = "mcl_heads_wither_skeleton.png",
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description = S("Wither Skeleton Skull"),
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longdesc = S("A wither skeleton skull is a small decorative block which resembles the skull of a wither skeleton. It can also be worn as a helmet for fun, but does not offer any protection."),
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}
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