Improve wielditem performance and fix wielditems sometimes showing duplicate
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4d515e95c6
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@ -33,11 +33,10 @@ function mcl_wieldview.update_wielded_item(player)
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if not player then
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return
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end
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local name = player:get_player_name()
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local itemstack = player:get_wielded_item()
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local itemname = itemstack:get_name()
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local def = mcl_wieldview.players[name]
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local def = mcl_wieldview.players[player]
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if def.item == itemname then
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return
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@ -50,8 +49,7 @@ function mcl_wieldview.update_wielded_item(player)
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end
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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mcl_wieldview.players[name] = {item = "", texture = "blank.png"}
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mcl_wieldview.players[player] = {item = "", texture = "blank.png"}
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minetest.after(0, function()
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if not player:is_player() then
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@ -62,13 +60,12 @@ minetest.register_on_joinplayer(function(player)
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local itementity = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldnode")
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itementity:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 0, 45))
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itementity:get_luaentity().wielder = name
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itementity:get_luaentity().wielder = player
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end)
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end)
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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mcl_wieldview.players[name] = nil
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mcl_wieldview.players[player] = nil
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end)
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minetest.register_globalstep(function()
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@ -96,17 +93,16 @@ minetest.register_entity("mcl_wieldview:wieldnode", {
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itemstring = "",
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on_step = function(self)
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local player = minetest.get_player_by_name(self.wielder)
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if player then
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local wielded = player:get_wielded_item()
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local itemstring = wielded:get_name()
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if self.wielder:is_player() then
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local def = mcl_wieldview.players[self.wielder]
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local itemstring = def.item
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if self.itemstring ~= itemstring then
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local def = minetest.registered_items[itemstring]
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self.object:set_properties({glow = def and def.light_source or 0})
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local itemdef = minetest.registered_items[itemstring]
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self.object:set_properties({glow = itemdef and itemdef.light_source or 0})
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-- wield item as cubic
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if mcl_wieldview.players[self.wielder].texture == "blank.png" then
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if def.texture == "blank.png" then
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self.object:set_properties({textures = {itemstring}})
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-- wield item as flat
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else
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