Fix invisibility potion when changing skin
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@ -189,9 +189,10 @@ minetest.register_on_joinplayer(function(player)
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return_fields(player, "enchanting_lapis")
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end)
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dofile(minetest.get_modpath(minetest.get_current_modname()).."/creative.lua")
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mcl_player.register_on_visual_change(mcl_inventory.update_inventory_formspec)
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local mt_is_creative_enabled = minetest.is_creative_enabled
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function minetest.is_creative_enabled(name)
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@ -1,5 +1,5 @@
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name = mcl_inventory
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author = BlockMen
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description = Adds the player inventory and creative inventory.
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depends = mcl_init, mcl_formspec, mcl_enchanting
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optional_depends = mcl_armor, mcl_brewing, mcl_potions, mcl_enchanting, mcl_craftguide, mcl_player
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depends = mcl_init, mcl_formspec, mcl_enchanting, mcl_player
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optional_depends = mcl_armor, mcl_brewing, mcl_potions, mcl_enchanting, mcl_craftguide
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@ -405,11 +405,11 @@ function mcl_potions._reset_player_effects(player, set_hud)
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mcl_weather.skycolor.update_sky_color({player})
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mcl_potions._clear_cached_player_data(player)
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if set_hud ~= false then
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potions_set_hud(player)
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end
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mcl_potions._clear_cached_player_data(player)
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end
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function mcl_potions._save_player_effects(player)
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@ -561,45 +561,24 @@ function mcl_potions.is_obj_hit(self, pos)
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end
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function mcl_potions.make_invisible(player, toggle)
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if not player then
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return false
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function mcl_potions.make_invisible(obj_ref, hide)
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if obj_ref:is_player() then
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if hide then
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mcl_player.player_set_visibility(obj_ref, false)
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obj_ref:set_nametag_attributes({ color = { a = 0 } })
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else
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mcl_player.player_set_visibility(obj_ref, true)
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obj_ref:set_nametag_attributes({ color = { r = 255, g = 255, b = 255, a = 255 } })
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end
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else
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if hide then
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local luaentity = obj_ref:get_luaentity()
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EF.invisible[obj_ref].old_size = luaentity.visual_size
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obj_ref:set_properties({ visual_size = { x = 0, y = 0 } })
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else
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obj_ref:set_properties({ visual_size = EF.invisible[obj_ref].old_size })
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end
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end
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local is_player = player:is_player()
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local entity = player:get_luaentity()
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--local playername = player:get_player_name()
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local skin_file
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if toggle then -- hide player
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skin_file = "mobs_mc_empty.png"
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if entity then
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EF.invisible[player].old_size = entity.visual_size
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elseif not is_player then -- if not a player or entity, do nothing
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return
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end
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if is_player then
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mcl_player.player_set_skin(player, skin_file)
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elseif not is_player then
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player:set_properties({visual_size = {x = 0, y = 0}})
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end
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player:set_nametag_attributes({color = {a = 0}})
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elseif EF.invisible[player] then -- show player
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if is_player then
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mcl_skins.update_player_skin(player)
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elseif not is_player then
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player:set_properties({visual_size = EF.invisible[player].old_size})
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end
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player:set_nametag_attributes({color = {r = 255, g = 255, b = 255, a = 255}})
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end
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end
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@ -48,7 +48,7 @@ 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_skins.register_on_set_skin(function(player)
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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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@ -1,6 +1,5 @@
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name = mcl_meshhand
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author = jordan4ibanez
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description = Applies the player skin texture to the hand.
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depends = mcl_tools
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depends = mcl_tools, mcl_player
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optional_depends = mcl_skins
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@ -1,3 +1,5 @@
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local sf = string.format
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-- Minetest 0.4 mod: player
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-- See README.txt for licensing and other information.
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mcl_player = {}
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@ -53,17 +55,55 @@ local player_model = {}
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local player_textures = {}
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local player_anim = {}
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local player_sneak = {}
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local player_visible = {}
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mcl_player.player_attached = {}
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function mcl_player.player_get_animation(player)
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local name = player:get_player_name()
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local textures = player_textures[name]
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if not player_visible[name] then
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textures = table.copy(textures)
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textures[1] = "blank.png"
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end
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return {
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model = player_model[name],
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textures = player_textures[name],
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textures = textures,
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animation = player_anim[name],
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visibility = player_visibility[name]
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}
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end
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local registered_on_visual_change = {}
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function mcl_player.register_on_visual_change(func)
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table.insert(registered_on_visual_change, func)
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end
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local function update_player_textures(player)
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local name = player:get_player_name()
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local textures = player_textures[name]
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if not player_visible[name] then
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textures = table.copy(textures)
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textures[1] = "blank.png"
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end
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player:set_properties({ textures = textures })
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-- Delay calling the callbacks because mods (including mcl_player)
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-- need to fully initialize player data from minetest.register_on_joinplayer
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-- before callbacks run
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minetest.after(0.1, function()
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if player:is_player() then
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for i, func in ipairs(registered_on_visual_change) do
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func(player)
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end
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end
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end)
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end
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-- Called when a player's appearance needs to be updated
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function mcl_player.player_set_model(player, model_name)
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local name = player:get_player_name()
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@ -74,11 +114,11 @@ function mcl_player.player_set_model(player, model_name)
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end
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player:set_properties({
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mesh = model_name,
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textures = player_textures[name] or model.textures,
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visual = "mesh",
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visual_size = model.visual_size or {x=1, y=1},
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damage_texture_modifier = "^[colorize:red:130",
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})
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update_player_textures(player)
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mcl_player.player_set_animation(player, "stand")
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else
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player:set_properties({
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@ -89,25 +129,36 @@ function mcl_player.player_set_model(player, model_name)
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player_model[name] = model_name
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end
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local function set_texture(player, index, texture)
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local textures = player_textures[player:get_player_name()]
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textures[index] = texture
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player:set_properties({textures = textures})
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function mcl_player.player_set_visibility(player, visible)
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local name = player:get_player_name()
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if player_visible[name] == visible then return end
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player_visible[name] = visible
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update_player_textures(player)
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end
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function mcl_player.player_set_skin(player, texture)
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set_texture(player, 1, texture)
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local name = player:get_player_name()
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player_textures[name][1] = texture
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update_player_textures(player)
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end
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function mcl_player.player_set_armor(player, texture)
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set_texture(player, 2, texture)
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local name = player:get_player_name()
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player_textures[name][2] = texture
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update_player_textures(player)
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end
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function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
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local name = player:get_player_name()
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local model = player_model[name]
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local anim = models[model].animations[player_anim[name]]
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return "model["..x..","..y..";"..w..","..h..";"..fsname..";"..model..";"..table.concat(player_textures[name], ",")..";0,".. 180 ..";false;false;"..anim.x..","..anim.y.."]"
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local textures = player_textures[name]
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if not player_visible[name] then
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textures = table.copy(textures)
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textures[1] = "blank.png"
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end
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return sf("model[%s,%s;%s,%s;%s;%s;%s;0,180;false;false;%s,%s]", x, y, w, h, fsname, model,
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table.concat(textures, ","), anim.x, anim.y)
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end
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function mcl_player.player_set_animation(player, anim_name, speed)
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@ -128,6 +179,7 @@ end
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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mcl_player.player_attached[name] = false
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player_visible[name] = true
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mcl_player.player_set_model(player, "character.b3d")
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player_textures[name] = {"character.png", "blank.png", "blank.png"}
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--player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
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@ -139,6 +191,8 @@ minetest.register_on_leaveplayer(function(player)
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player_model[name] = nil
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player_anim[name] = nil
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player_textures[name] = nil
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player_sneak[name] = nil
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player_visible[name] = nil
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end)
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-- Localize for better performance.
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@ -44,10 +44,6 @@ Can be one of: "arm", "base", "footwear", "eye", "mouth", "bottom", "top", "hair
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`page_num` The page number to display of there are multiple pages of items.
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This parameter is optional. Must be a number. If it is not a valid page number the closest page number will be shown.
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### `mcl_skins.register_on_set_skin(func)`
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Register a function to be called whenever a player skin changes.
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The function will be given a player ObjectRef as a parameter.
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### `mcl_skins.get_skin_list()`
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This function is used by mods that want a list of skins to register nodes that use the player skin as a texture.
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Returns an array of tables containing information about each skin.
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@ -127,12 +127,6 @@ function mcl_skins.update_player_skin(player)
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end
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local model = slim_arms and "mcl_armor_character_female.b3d" or "mcl_armor_character.b3d"
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mcl_player.player_set_model(player, model)
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mcl_inventory.update_inventory_formspec(player)
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for i=1, #mcl_skins.registered_on_set_skins do
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mcl_skins.registered_on_set_skins[i](player)
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end
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end
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-- Load player skin on join
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@ -170,12 +164,6 @@ minetest.register_on_leaveplayer(function(player)
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mcl_skins.players[player] = nil
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end)
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mcl_skins.registered_on_set_skins = {}
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function mcl_skins.register_on_set_skin(func)
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table.insert(mcl_skins.registered_on_set_skins, func)
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end
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function mcl_skins.show_formspec(player, active_tab, page_num)
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local skin = mcl_skins.players[player]
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local default = #mcl_skins.simple_skins > 0 and "skin" or "template"
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@ -1,4 +1,4 @@
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name = mcl_skins
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author = MrRar
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description = Advanced player skin customization.
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depends = mcl_player,mcl_inventory
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depends = mcl_player
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