Add 3d wielded nodes (not functional until Right_Hand bone is added)

This commit is contained in:
Elias Fleckenstein 2021-02-24 12:58:30 +01:00
parent 62171b9cf9
commit da606fa9d2
3 changed files with 43 additions and 1 deletions

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@ -49,7 +49,7 @@ minetest.register_item(":", {
_doc_items_longdesc = S("You use your bare hand whenever you are not wielding any item. With your hand you can mine most blocks, but this is the slowest method and only the weakest blocks will yield their useful drop. The hand also deals minor damage by punching. Using the hand is often a last resort, as proper mining tools and weapons are much better.").."\n"..
S("When you are wielding an item which is not a mining tool or a weapon, it will behave as if it were the hand when you start mining or punching.").."\n"..
S("In Creative Mode, the hand is able to break all blocks instantly."),
wield_image = "wieldhand.png",
wield_image = "blank.png",
wield_scale = {x=1.0,y=1.0,z=2.0},
-- According to Minecraft Wiki, the exact range is 3.975.
-- Minetest seems to only support whole numbers, so we use 4.

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@ -71,6 +71,9 @@ minetest.register_on_joinplayer(function(player)
wieldview.wielded_item[name] = ""
minetest.after(0, function(player)
wieldview:update_wielded_item(player)
local itementity = minetest.add_entity(player:get_pos(), "wieldview:wieldnode")
itementity:set_attach(player, "Right_Hand", vector.new(0, 0, 0), vector.new(15, 45, 0))
itementity:get_luaentity().wielder = name
end, player)
end)
@ -80,3 +83,42 @@ minetest.register_globalstep(function()
end
end)
minetest.register_entity("wieldview:wieldnode", {
initial_properties = {
hp_max = 1,
visual = "wielditem",
physical = false,
textures = {""},
automatic_rotate = 1.5,
is_visible = true,
pointable = false,
collide_with_objects = false,
static_save = false,
collisionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
selectionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
visual_size = {x = 0.21, y = 0.21},
},
itemstring = "",
on_step = function(self)
local player = minetest.get_player_by_name(self.wielder)
if player then
local wielded = player:get_wielded_item()
local itemstring = wielded:to_string()
if self.itemstring ~= itemstring then
local itemname = wielded:get_name()
local def = minetest.registered_items[itemname]
self.object:set_properties({glow = def and def.light_source or 0})
if armor.textures[self.wielder].wielditem == "blank.png" then
self.object:set_properties({textures = {itemname}, wield_item = itemstring})
else
self.object:set_properties({textures = {""}, wield_item = ""})
end
self.itemstring = itemstring
end
else
self.object:remove()
end
end,
})