add setting to disable 3d quiver
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4b761b2388
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1e6a206b18
11
api.lua
11
api.lua
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@ -45,7 +45,8 @@ XBows = {
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player_bow_sneak = {},
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settings = {
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x_bows_attach_arrows_to_entities = minetest.settings:get_bool('x_bows_attach_arrows_to_entities', false),
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x_bows_show_damage_numbers = minetest.settings:get_bool('x_bows_show_damage_numbers', false)
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x_bows_show_damage_numbers = minetest.settings:get_bool('x_bows_show_damage_numbers', false),
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x_bows_show_3d_quiver = minetest.settings:get_bool('x_bows_show_3d_quiver', true)
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},
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charge_sound_after_job = {},
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fallback_quiver = not minetest.global_exists('sfinv') and not minetest.global_exists('unified_inventory') and not minetest.global_exists('i3')
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@ -2259,6 +2260,10 @@ function XBowsQuiver.ui_register_page(self)
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end
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function XBowsQuiver.show_3d_quiver(self, player, props)
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if not XBows.settings.x_bows_show_3d_quiver then
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return
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end
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local _props = props or {}
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local p_name = player:get_player_name()
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local quiver_texture = 'x_bows_quiver_mesh.png'
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@ -2328,6 +2333,10 @@ function XBowsQuiver.show_3d_quiver(self, player, props)
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end
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function XBowsQuiver.hide_3d_quiver(self, player)
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if not XBows.settings.x_bows_show_3d_quiver then
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return
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end
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local p_name = player:get_player_name()
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local player_textures
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48
init.lua
48
init.lua
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@ -33,10 +33,12 @@ minetest.register_on_joinplayer(function(player)
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local inv_quiver = player:get_inventory()--[[@as InvRef]]
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local inv_arrow = player:get_inventory()--[[@as InvRef]]
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if XBows._3d_armor then
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player_api.set_model(player, 'x_bows_3d_armor_character.b3d')
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else
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player_api.set_model(player, 'x_bows_character.b3d')
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if XBows.settings.x_bows_show_3d_quiver then
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if XBows._3d_armor then
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player_api.set_model(player, 'x_bows_3d_armor_character.b3d')
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else
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player_api.set_model(player, 'x_bows_character.b3d')
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end
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end
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inv_quiver:set_size('x_bows:quiver_inv', 1 * 1)
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@ -78,24 +80,26 @@ if XBows._3d_armor then
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model_name = 'x_bows_3d_armor_character.b3d'
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end
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player_api.register_model(model_name, {
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animation_speed = 30,
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textures = {'character.png'},
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animations = {
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-- Standard animations.
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stand = {x = 0, y = 79},
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lay = {x = 162, y = 166, eye_height = 0.3, override_local = true,
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collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}},
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walk = {x = 168, y = 187},
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mine = {x = 189, y = 198},
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walk_mine = {x = 200, y = 219},
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sit = {x = 81, y = 160, eye_height = 0.8, override_local = true,
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}}
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},
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
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stepheight = 0.6,
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eye_height = 1.47
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})
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if XBows.settings.x_bows_show_3d_quiver then
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player_api.register_model(model_name, {
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animation_speed = 30,
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textures = {'character.png'},
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animations = {
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-- Standard animations.
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stand = {x = 0, y = 79},
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lay = {x = 162, y = 166, eye_height = 0.3, override_local = true,
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collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}},
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walk = {x = 168, y = 187},
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mine = {x = 189, y = 198},
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walk_mine = {x = 200, y = 219},
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sit = {x = 81, y = 160, eye_height = 0.8, override_local = true,
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}}
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},
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
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stepheight = 0.6,
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eye_height = 1.47
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})
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end
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---formspec callbacks
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minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info)
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@ -3,3 +3,7 @@ x_bows_attach_arrows_to_entities (Attach arrows to entities) bool false
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# Shows caused damage number flying out from the hit object/player.
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x_bows_show_damage_numbers (Show damage caused) bool false
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# Shows 3d quiver in 3rd person view (3d armor, and some skins MODs supported - see optional dependencies)
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x_bows_show_3d_quiver (Show 3D Quiver) bool true
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@ -14,7 +14,7 @@
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---@field registered_particle_spawners table<string, ParticlespawnerDef|ParticlespawnerDefCustom>
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---@field registered_entities table<string, XBowsEntityDef>
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---@field player_bow_sneak table<string, table<string, boolean>>
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---@field settings table
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---@field settings {["x_bows_attach_arrows_to_entities"]: boolean, ["x_bows_show_damage_numbers"]: boolean, ["x_bows_show_3d_quiver"]: boolean}
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---@field quiver table Quiver class
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---@field charge_sound_after_job table<string, JobTable>
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---@field is_allowed_ammunition fun(self: XBows, weapon_name: string, ammo_name: string): boolean Check if ammunition is allowed to charge this weapon
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