Fix wieldview in MT 5.6
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@ -1,54 +1,64 @@
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minetest.register_on_joinplayer(function(player)
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minetest.register_entity("mcl_wieldview:wieldview", {
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if not player or not player:is_player() then
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return
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end
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local itementity = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldnode")
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if not itementity then return end
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itementity:set_attach(player, "Wield_Item")
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--itementity:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 45, 90))
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itementity:get_luaentity()._wielder = player
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end)
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minetest.register_entity("mcl_wieldview:wieldnode", {
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initial_properties = {
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initial_properties = {
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hp_max = 1,
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hp_max = 1,
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visual = "wielditem",
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visual = "wielditem",
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physical = false,
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physical = false,
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textures = {""},
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is_visible = false,
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automatic_rotate = 1.5,
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is_visible = true,
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pointable = false,
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pointable = false,
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collide_with_objects = false,
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collide_with_objects = false,
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static_save = false,
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static_save = false,
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collisionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
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collisionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
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selectionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
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selectionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
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visual_size = {x = 0.21, y = 0.21},
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visual_size = {x = 0.21, y = 0.21},
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},
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}
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})
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on_step = function(self)
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local player = self._wielder
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local wieldview_luaentites = {}
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if not player or not player:is_player() then
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local function update_wieldview_entity(player)
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self.object:remove()
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local luaentity = wieldview_luaentites[player]
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return
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if luaentity and luaentity.object:get_yaw() then
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end
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local item = player:get_wielded_item():get_name()
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local item = player:get_wielded_item():get_name()
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if item == self._item then return end
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if item == luaentity._item then return end
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self._item = item
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luaentity._item = item
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local def = player:get_wielded_item():get_definition()
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local def = player:get_wielded_item():get_definition()
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if def and def._mcl_wieldview_item then
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if def and def._mcl_wieldview_item then
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item = def._mcl_wieldview_item
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item = def._mcl_wieldview_item
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end
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end
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local item_def = minetest.registered_items[item]
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local item_def = minetest.registered_items[item]
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self.object:set_properties({
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luaentity.object:set_properties({
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glow = item_def and item_def.light_source or 0,
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glow = item_def and item_def.light_source or 0,
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wield_item = item,
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wield_item = item,
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is_visible = item ~= ""
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is_visible = item ~= ""
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})
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})
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end,
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else
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})
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-- If the player is running through an unloaded area,
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-- the wieldview entity will sometimes get unloaded.
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-- This code path is also used to initalize the wieldview.
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-- Creating entites from minetest.register_on_joinplayer
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-- is unreliable as of Minetest 5.6
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local obj_ref = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldview")
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if not obj_ref then return end
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obj_ref:set_attach(player, "Wield_Item")
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--obj_ref:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 45, 90))
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wieldview_luaentites[player] = obj_ref:get_luaentity()
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end
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end
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minetest.register_on_leaveplayer(function(player)
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if wieldview_luaentites[player] then
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wieldview_luaentites[player].object:remove()
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end
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wieldview_luaentites[player] = nil
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end)
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minetest.register_globalstep(function(dtime)
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local players = minetest.get_connected_players()
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for i, player in pairs(players) do
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update_wieldview_entity(player)
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end
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end)
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