Fix effect icons not initing correctly after join
parent
c5a27ee47a
commit
c3861bad85
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@ -16,7 +16,6 @@ for _,_ in pairs(EF) do
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end
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end
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local icon_ids = {}
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local icon_ids = {}
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local icon_types = {}
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local function potions_set_hudbar(player)
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local function potions_set_hudbar(player)
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@ -35,14 +34,13 @@ end
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local function potions_init_icons(player)
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local function potions_init_icons(player)
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local name = player:get_player_name()
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local name = player:get_player_name()
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icon_ids[name] = {}
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icon_ids[name] = {}
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icon_types[name] = {}
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for e=1, EFFECT_TYPES do
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for e=1, EFFECT_TYPES do
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local x = -48 * e
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local x = -7 + -38 * e
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local id = player:hud_add({
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local id = player:hud_add({
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hud_elem_type = "image",
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hud_elem_type = "image",
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text = "blank.png",
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text = "blank.png",
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position = { x = 1, y = 0 },
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position = { x = 1, y = 0 },
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offset = { x = x, y = 256+32 },
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offset = { x = x, y = 272 },
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scale = { x = 2, y = 2 },
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scale = { x = 2, y = 2 },
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alignment = { x = 1, y = 1 },
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alignment = { x = 1, y = 1 },
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z_index = 100,
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z_index = 100,
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@ -65,16 +63,13 @@ local function potions_set_icons(player)
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for i=1, EFFECT_TYPES do
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for i=1, EFFECT_TYPES do
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local icon = icon_ids[name][i]
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local icon = icon_ids[name][i]
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local itype = icon_types[name][i]
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local effect_name = active_effects[i]
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local effect_name = active_effects[i]
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if effect_name == "swift" and EF.swift[player].is_slow then
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if effect_name == "swift" and EF.swift[player].is_slow then
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effect_name = "slow"
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effect_name = "slow"
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end
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end
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if effect_name == nil then
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if effect_name == nil then
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icon_types[name][i] = nil
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player:hud_change(icon, "text", "blank.png")
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player:hud_change(icon, "text", "blank.png")
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elseif effect_name ~= itype then
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else
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icon_types[name][i] = effect_name
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player:hud_change(icon, "text", "mcl_potions_effect_"..effect_name..".png")
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player:hud_change(icon, "text", "mcl_potions_effect_"..effect_name..".png")
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end
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end
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end
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end
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@ -405,7 +400,7 @@ end, true)
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-- ╚══════╝░╚════╝░╚═╝░░╚═╝╚═════╝░╚═╝░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝
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-- ╚══════╝░╚════╝░╚═╝░░╚═╝╚═════╝░╚═╝░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝
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function mcl_potions._reset_player_effects(player)
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function mcl_potions._reset_player_effects(player, set_hud)
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if not player:is_player() then
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if not player:is_player() then
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return
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return
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@ -432,7 +427,9 @@ function mcl_potions._reset_player_effects(player)
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EF.fire_proof[player] = nil
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EF.fire_proof[player] = nil
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potions_set_hud(player)
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if set_hud ~= false then
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potions_set_hud(player)
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end
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end
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end
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@ -503,11 +500,6 @@ function mcl_potions._load_player_effects(player)
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if minetest.deserialize(meta:get_string("_is_fire_proof")) then
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if minetest.deserialize(meta:get_string("_is_fire_proof")) then
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EF.fire_proof[player] = minetest.deserialize(meta:get_string("_is_fire_proof"))
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EF.fire_proof[player] = minetest.deserialize(meta:get_string("_is_fire_proof"))
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end
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end
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minetest.after(1, function(player_ref)
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if player_ref and player_ref:is_player() then
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potions_set_hud(player_ref)
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end
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end, player)
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end
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end
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@ -515,17 +507,25 @@ minetest.register_on_leaveplayer( function(player)
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mcl_potions._save_player_effects(player)
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mcl_potions._save_player_effects(player)
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mcl_potions._reset_player_effects(player) -- clearout the buffer to prevent looking for a player not there
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mcl_potions._reset_player_effects(player) -- clearout the buffer to prevent looking for a player not there
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icon_ids[player:get_player_name()] = nil
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icon_ids[player:get_player_name()] = nil
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icon_types[player:get_player_name()] = nil
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end)
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end)
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minetest.register_on_dieplayer( function(player)
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minetest.register_on_dieplayer( function(player)
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mcl_potions._reset_player_effects(player)
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mcl_potions._reset_player_effects(player)
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potions_set_hud(player)
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end)
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end)
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minetest.register_on_joinplayer( function(player)
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minetest.register_on_joinplayer( function(player)
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potions_init_icons(player)
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mcl_potions._reset_player_effects(player, false) -- make sure there are no wierd holdover effects
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mcl_potions._reset_player_effects(player) -- make sure there are no wierd holdover effects
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mcl_potions._load_player_effects(player)
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mcl_potions._load_player_effects(player)
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potions_init_icons(player)
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-- .after required because player:hud_change doesn't work when called
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-- in same tick as player:hud_add
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-- (see <https://github.com/minetest/minetest/pull/9611>)
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minetest.after(2, function(player)
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if player and player:is_player() then
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potions_set_hud(player)
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end
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end, player)
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end)
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end)
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minetest.register_on_shutdown(function()
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minetest.register_on_shutdown(function()
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