Fixes #2976
Now the inventory view on creative is no longer set to the survival inventory upon taking damage. Also the initial inventory view when openning a world in creative is at the search page, not the survival inventory page. mcl_inventory/init.lua no longer wraps mcl_armor.update_player to also update the inventory view. This visual update happens anyways since it is registered to happen on a visual change with mcl_player.register_on_visual_change . This also fixes a small visual bug that, on creative mode, if you would equip/unequip an armor piece, the image of the player would be updated twice.water_footstep
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a6e0da0e07
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bd38827f60
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@ -699,6 +699,7 @@ minetest.register_on_joinplayer(function(player)
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players[name].start_i = 0
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players[name].start_i = 0
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end
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end
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init(player)
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init(player)
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-- Setup initial creative inventory to the "nix" page.
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mcl_inventory.set_creative_formspec(player, 0, 1, nil, false, "nix", "")
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mcl_inventory.set_creative_formspec(player, 0, 1, nil, false, "nix", "")
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end)
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end)
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@ -169,12 +169,6 @@ minetest.register_on_joinplayer(function(player)
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player:hud_set_hotbar_image("mcl_inventory_hotbar.png")
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player:hud_set_hotbar_image("mcl_inventory_hotbar.png")
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player:hud_set_hotbar_selected_image("mcl_inventory_hotbar_selected.png")
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player:hud_set_hotbar_selected_image("mcl_inventory_hotbar_selected.png")
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local old_update_player = mcl_armor.update_player
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function mcl_armor.update_player(player, info)
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old_update_player(player, info)
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set_inventory(player, true)
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end
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-- In Creative Mode, the initial inventory setup is handled in creative.lua
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-- In Creative Mode, the initial inventory setup is handled in creative.lua
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if not minetest.is_creative_enabled(player:get_player_name()) then
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if not minetest.is_creative_enabled(player:get_player_name()) then
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set_inventory(player)
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set_inventory(player)
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