loading and shooting from quiver/arrow slots and new b3d character
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@ -62,5 +62,6 @@ read_globals = {
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"armor",
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"default",
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"i3",
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"unified_inventory"
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"unified_inventory",
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"player_api"
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}
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148
api.lua
148
api.lua
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@ -444,7 +444,6 @@ end
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function XBows.load(self, itemstack, user, pointed_thing)
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local player_name = user:get_player_name()
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local inv = user:get_inventory()--[[@as InvRef]]
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local inv_list = inv:get_list('main')
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local bow_name = itemstack:get_name()
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local bow_def = self.registered_bows[bow_name]
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---@alias ItemStackArrows {["stack"]: ItemStack, ["idx"]: number|integer}[]
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@ -476,18 +475,25 @@ function XBows.load(self, itemstack, user, pointed_thing)
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XBowsQuiver:remove_hud(user)
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---find itemstack arrow in players inventory
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for i, st in ipairs(inv_list) do
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local st_name = st:get_name()
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local arrow_stack = inv:get_stack('x_bows:arrow_inv', 1)
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local is_allowed_ammunition = self:is_allowed_ammunition(bow_name, arrow_stack:get_name())
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if not st:is_empty() and self.registered_arrows[st_name] then
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local is_allowed_ammunition = self:is_allowed_ammunition(bow_name, st_name)
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if self.registered_arrows[st_name] and is_allowed_ammunition then
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table.insert(itemstack_arrows, {stack = st, idx = i})
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end
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end
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if self.registered_arrows[arrow_stack:get_name()] and is_allowed_ammunition then
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table.insert(itemstack_arrows, {stack = arrow_stack, idx = 1})
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end
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-- for i, st in ipairs(inv_list) do
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-- local st_name = st:get_name()
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-- if not st:is_empty() and self.registered_arrows[st_name] then
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-- local is_allowed_ammunition = self:is_allowed_ammunition(bow_name, st_name)
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-- if self.registered_arrows[st_name] and is_allowed_ammunition then
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-- table.insert(itemstack_arrows, {stack = st, idx = i})
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-- end
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-- end
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-- end
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-- take 1st found arrow in the list
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itemstack_arrow = #itemstack_arrows > 0 and itemstack_arrows[1].stack or nil
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end
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@ -515,7 +521,7 @@ function XBows.load(self, itemstack, user, pointed_thing)
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if not self:is_creative(v_user:get_player_name()) and v_itemstack_arrow_meta:get_int('is_arrow_from_quiver') ~= 1 then
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v_itemstack_arrow:take_item()
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v_inv:set_stack('main', v_itemstack_arrows[1].idx, v_itemstack_arrow)
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v_inv:set_stack('x_bows:arrow_inv', v_itemstack_arrows[1].idx, v_itemstack_arrow)
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end
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end
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end, user, bow_name, itemstack_arrow, inv, itemstack_arrows)
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@ -1450,57 +1456,103 @@ function XBowsQuiver.get_itemstack_arrow_from_quiver(self, player)
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local quiver_id
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local quiver_name
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---find matching quiver item in players inventory with the open formspec name
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if player_inv and player_inv:contains_item('main', 'x_bows:quiver') then
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local inv_list = player_inv:get_list('main')
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---check quiver inventory slot
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if player_inv and player_inv:contains_item('x_bows:quiver_inv', 'x_bows:quiver') then
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local player_name = player:get_player_name()
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local quiver_stack = player_inv:get_stack('x_bows:quiver_inv', 1)
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local st_meta = quiver_stack:get_meta()
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quiver_id = st_meta:get_string('quiver_id')
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for i, st in ipairs(inv_list) do
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if not st:is_empty() and st:get_name() == 'x_bows:quiver' then
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local st_meta = st:get_meta()
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local player_name = player:get_player_name()
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quiver_id = st_meta:get_string('quiver_id')
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local detached_inv = self:get_or_create_detached_inv(
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quiver_id,
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player_name,
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st_meta:get_string('quiver_items')
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)
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local detached_inv = self:get_or_create_detached_inv(
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quiver_id,
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player_name,
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st_meta:get_string('quiver_items')
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)
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if not detached_inv:is_empty('main') then
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local detached_inv_list = detached_inv:get_list('main')
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if not detached_inv:is_empty('main') then
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local detached_inv_list = detached_inv:get_list('main')
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---find arrows inside quiver inventory
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for j, qst in ipairs(detached_inv_list) do
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---save copy of inv list before we take the item
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table.insert(prev_detached_inv_list, detached_inv:get_stack('main', j))
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---find arrows inside quiver inventory
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for j, qst in ipairs(detached_inv_list) do
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---save copy of inv list before we take the item
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table.insert(prev_detached_inv_list, detached_inv:get_stack('main', j))
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if not qst:is_empty() and not found_arrow_stack then
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local is_allowed_ammunition = self:is_allowed_ammunition(wielded_stack:get_name(), qst:get_name())
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if not qst:is_empty() and not found_arrow_stack then
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local is_allowed_ammunition = self:is_allowed_ammunition(wielded_stack:get_name(), qst:get_name())
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if is_allowed_ammunition then
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quiver_name = quiver_stack:get_name()
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found_arrow_stack = qst:take_item()
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found_arrow_stack_idx = j
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if is_allowed_ammunition then
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quiver_name = st:get_name()
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found_arrow_stack = qst:take_item()
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found_arrow_stack_idx = j
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if not self:is_creative(player_name) then
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detached_inv:set_list('main', detached_inv_list)
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self:save(detached_inv, player, true)
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end
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end
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if not self:is_creative(player_name) then
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detached_inv:set_list('main', detached_inv_list)
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self:save(detached_inv, player, true)
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end
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end
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end
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end
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end
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if found_arrow_stack then
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---show HUD - quiver inventory
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self:udate_or_create_hud(player, prev_detached_inv_list, found_arrow_stack_idx)
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break
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end
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if found_arrow_stack then
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---show HUD - quiver inventory
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self:udate_or_create_hud(player, prev_detached_inv_list, found_arrow_stack_idx)
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end
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end
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---check arrows inventory slot
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---find matching quiver item in players inventory with the open formspec name
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-- if player_inv and player_inv:contains_item('main', 'x_bows:quiver') then
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-- local inv_list = player_inv:get_list('main')
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-- for i, st in ipairs(inv_list) do
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-- if not st:is_empty() and st:get_name() == 'x_bows:quiver' then
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-- local st_meta = st:get_meta()
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-- local player_name = player:get_player_name()
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-- quiver_id = st_meta:get_string('quiver_id')
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-- local detached_inv = self:get_or_create_detached_inv(
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-- quiver_id,
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-- player_name,
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-- st_meta:get_string('quiver_items')
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-- )
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-- if not detached_inv:is_empty('main') then
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-- local detached_inv_list = detached_inv:get_list('main')
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-- ---find arrows inside quiver inventory
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-- for j, qst in ipairs(detached_inv_list) do
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-- ---save copy of inv list before we take the item
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-- table.insert(prev_detached_inv_list, detached_inv:get_stack('main', j))
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-- if not qst:is_empty() and not found_arrow_stack then
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-- local is_allowed_ammunition = self:is_allowed_ammunition(wielded_stack:get_name(), qst:get_name())
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-- if is_allowed_ammunition then
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-- quiver_name = st:get_name()
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-- found_arrow_stack = qst:take_item()
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-- found_arrow_stack_idx = j
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-- if not self:is_creative(player_name) then
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-- detached_inv:set_list('main', detached_inv_list)
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-- self:save(detached_inv, player, true)
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-- end
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-- end
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-- end
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-- end
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-- end
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-- end
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-- if found_arrow_stack then
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-- ---show HUD - quiver inventory
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-- self:udate_or_create_hud(player, prev_detached_inv_list, found_arrow_stack_idx)
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-- break
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-- end
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-- end
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-- end
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return {
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found_arrow_stack = found_arrow_stack,
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quiver_id = quiver_id,
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27
init.lua
27
init.lua
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@ -48,8 +48,35 @@ minetest.register_on_joinplayer(function(player)
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st_meta:get_string('quiver_items')
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)
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end
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player_api.set_model(player, 'x_bows_character.b3d')
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player_api.set_textures(player, {
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'character.png',
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'x_bows_quiver_mesh.png'
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})
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end)
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---player api
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player_api.register_model('x_bows_character.b3d', {
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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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---formspec callbacks
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minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info)
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---arrow inventory
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