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Fix swords being too big in itemframe

objects
Wuzzy 2020-11-12 11:14:37 +01:00
parent daff07269a
commit 8512b7c2e0
1 changed files with 32 additions and 6 deletions

View File

@ -1,13 +1,16 @@
local S = minetest.get_translator("mcl_itemframes")
local VISUAL_SIZE = 0.3
minetest.register_entity("mcl_itemframes:item",{
hp_max = 1,
visual = "wielditem",
visual_size = {x=0.3,y=0.3},
visual_size = {x=VISUAL_SIZE, y=VISUAL_SIZE},
physical = false,
pointable = false,
textures = { "blank.png" },
_texture = "blank.png",
_scale = 1,
on_activate = function(self, staticdata)
if staticdata ~= nil and staticdata ~= "" then
@ -15,22 +18,37 @@ minetest.register_entity("mcl_itemframes:item",{
if data and data[1] and data[2] then
self._nodename = data[1]
self._texture = data[2]
if data[3] then
self._scale = data[3]
else
self._scale = 1
end
end
end
if self._texture ~= nil then
self.object:set_properties({textures={self._texture}})
self.object:set_properties({
textures={self._texture},
visual_size={x=VISUAL_SIZE/self._scale, y=VISUAL_SIZE/self._scale},
})
end
end,
get_staticdata = function(self)
if self._nodename ~= nil and self._texture ~= nil then
return self._nodename .. ';' .. self._texture
local ret = self._nodename .. ';' .. self._texture
if self._scale ~= nil then
ret = ret .. ';' .. self._scale
end
return ret
end
return ""
end,
_update_texture = function(self)
if self._texture ~= nil then
self.object:set_properties({textures={self._texture}})
self.object:set_properties({
textures={self._texture},
visual_size={x=VISUAL_SIZE/self._scale, y=VISUAL_SIZE/self._scale},
})
end
end,
})
@ -74,10 +92,18 @@ local update_item_entity = function(pos, node, param2)
local e = minetest.add_entity(pos, "mcl_itemframes:item")
local lua = e:get_luaentity()
lua._nodename = node.name
if item:get_name() == "" then
local itemname = item:get_name()
if itemname == "" or itemname == nil then
lua._texture = "blank.png"
lua._scale = 1
else
lua._texture = item:get_name()
lua._texture = itemname
local def = minetest.registered_items[itemname]
if def and def.wield_scale then
lua._scale = def.wield_scale.x
else
lua._scale = 1
end
end
lua:_update_texture()
if node.name == "mcl_itemframes:item_frame" then