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Fix effect icons not initing correctly after join

objects
Wuzzy 2020-11-12 16:13:01 +01:00
parent c5a27ee47a
commit c3861bad85
1 changed files with 18 additions and 18 deletions

View File

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