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https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-09-01 14:22:10 +02:00
- fix actual crash when placing hand in world (undefined function) - remove node fields redundant with default values - remove support for `use_texture_alpha_string_modes` - type annotation - more explicit functions
58 lines
1.8 KiB
Lua
58 lines
1.8 KiB
Lua
local mcl_skins_enabled = minetest.global_exists("mcl_skins")
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---This is a fake node that should never be placed in the world
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---@type node_definition
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local node_def = {
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use_texture_alpha = "opaque",
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paramtype = "light",
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drawtype = "mesh",
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node_placement_prediction = "",
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on_construct = function(pos)
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local name = minetest.get_node(pos).name
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local message = "[mcl_meshhand] Trying to construct " .. name .. " at " .. minetest.pos_to_string(pos)
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minetest.log("error", message)
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minetest.remove_node(pos)
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end,
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drop = "",
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on_drop = function(_, _, _) return ItemStack() end,
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groups = { dig_immediate = 3, not_in_creative_inventory = 1 },
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range = minetest.registered_items[""].range
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}
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if mcl_skins_enabled then
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-- Generate a node for every skin
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local list = mcl_skins.get_skin_list()
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for _, skin in pairs(list) do
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if skin.slim_arms then
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local female = table.copy(node_def)
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female._mcl_hand_id = skin.id
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female.mesh = "mcl_meshhand_female.b3d"
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female.tiles = { skin.texture }
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minetest.register_node("mcl_meshhand:" .. skin.id, female)
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else
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local male = table.copy(node_def)
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male._mcl_hand_id = skin.id
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male.mesh = "mcl_meshhand.b3d"
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male.tiles = { skin.texture }
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minetest.register_node("mcl_meshhand:" .. skin.id, male)
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end
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end
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else
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node_def._mcl_hand_id = "hand"
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node_def.mesh = "mcl_meshhand.b3d"
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node_def.tiles = { "character.png" }
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minetest.register_node("mcl_meshhand:hand", node_def)
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end
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if mcl_skins_enabled then
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-- Change the player's hand to their skin
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mcl_player.register_on_visual_change(function(player)
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local node_id = mcl_skins.get_node_id_by_player(player)
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player:get_inventory():set_stack("hand", 1, "mcl_meshhand:" .. node_id)
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end)
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else
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minetest.register_on_joinplayer(function(player)
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player:get_inventory():set_stack("hand", 1, ItemStack("mcl_meshhand:hand"))
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end)
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end
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