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- WIELD3D_INIT_DELAY = 1
- WIELD3D_RETRY_TIME = 10
- WIELD3D_UPDATE_TIME = 1
- local modpath = minetest.get_modpath(minetest.get_current_modname())
- local input = io.open(modpath.."/wield3d.conf", "r")
- if input then
- dofile(modpath.."/wield3d.conf")
- input:close()
- input = nil
- end
- dofile(modpath.."/location.lua")
- local location = {
- "Arm_Right", -- default bone
- {x=3.5, y=-2, z=3}, -- default position
- {x=-97, y=225, z=91}, -- default rotation
- }
- local player_wielding = {}
- local timer = 0
- local function add_wield_entity(player)
- local name = player:get_player_name()
- local pos = player:getpos()
- local inv = player:get_inventory()
- if name and pos and inv then
- local offset = {x=pos.x, y=pos.y + 0.5, z=pos.z}
- local object = minetest.add_entity(offset, "wield3d:wield_entity")
- if object then
- object:set_properties({collisionbox={0,0,0, 0,0,0}})
- object:set_attach(player, location[1], location[2], location[3])
- local entity = object:get_luaentity()
- if entity then
- entity.player = player
- player_wielding[name] = 1
- else
- object:remove()
- end
- end
- end
- end
- minetest.register_item("wield3d:hand", {
- type = "none",
- wield_image = "wield3d_trans.png",
- })
- minetest.register_entity("wield3d:wield_entity", {
- physical = false,
- collisionbox = {-0.125,-0.125,-0.125, 0.125,0.125,0.125},
- visual = "wielditem",
- visual_size = {x=0.25, y=0.25},
- textures = {"wield3d:hand"},
- player = nil,
- item = nil,
- timer = 0,
- location = {location[1], location[2], location[3]},
- on_step = function(self, dtime)
- self.timer = self.timer + dtime
- if self.timer < WIELD3D_UPDATE_TIME then
- return
- end
- self.timer = 0
- local player = self.player
- if player then
- local name = player:get_player_name()
- local p1 = player:getpos()
- local p2 = self.object:getpos()
- if p1 and p2 then
- if vector.equals(p1, p2) then
- local stack = player:get_wielded_item()
- local item = stack:get_name()
- if item == self.item then
- return
- end
- self.item = item
- if item == "" then
- item = "wield3d:hand"
- end
- local loc = wield3d_location[item] or location
- if loc[1] ~= self.location[1]
- or vector.equals(loc[2], self.location[2]) == false
- or vector.equals(loc[3], self.location[3]) == false then
- self.object:setpos(p2)
- self.object:set_detach()
- self.object:set_attach(player, loc[1], loc[2], loc[3])
- self.location = {loc[1], loc[2], loc[3]}
- end
- self.object:set_properties({textures={item}})
- return
- end
- end
- player_wielding[name] = 0
- end
- self.object:remove()
- end,
- })
- minetest.register_globalstep(function(dtime)
- timer = timer + dtime
- if timer > WIELD3D_RETRY_TIME then
- for name, state in pairs(player_wielding) do
- if state == 0 then
- local player = minetest.get_player_by_name(name)
- if player then
- add_wield_entity(player)
- else
- player_wielding[name] = nil
- end
- end
- end
- timer = 0
- end
- end)
- minetest.register_on_leaveplayer(function(player)
- local name = player:get_player_name()
- if name then
- player_wielding[name] = nil
- end
- end)
- minetest.register_on_joinplayer(function(player)
- player_wielding[player:get_player_name()] = 0
- minetest.after(WIELD3D_INIT_DELAY, add_wield_entity, player)
- end)
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