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A bunch of fixes

No longer hide players who are dead. With models, a death animation should be used instead

Some changes requested by celeron55

Rename a lot of things in the code, and use better lua api function names

Minor code corrections

Bump protocol version up, since the models / animations / attachments code creates new client<->server messages
This commit is contained in:
MirceaKitsune 2012-11-12 16:35:10 +02:00 committed by Perttu Ahola
parent fa67b46c04
commit 756db8174a
13 changed files with 144 additions and 156 deletions

View file

@ -2716,8 +2716,8 @@ private:
return 0;
}
// setanimations(self, frames, frame_speed, frame_blend)
static int l_set_animations(lua_State *L)
// set_animation(self, frame_range, frame_speed, frame_blend)
static int l_set_animation(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
@ -2732,12 +2732,12 @@ private:
float frame_blend = 0;
if(!lua_isnil(L, 4))
frame_blend = lua_tonumber(L, 4);
co->setAnimations(frames, frame_speed, frame_blend);
co->setAnimation(frames, frame_speed, frame_blend);
return 0;
}
// setboneposrot(self, std::string bone, v3f position, v3f rotation)
static int l_set_bone_posrot(lua_State *L)
// set_bone_position(self, std::string bone, v3f position, v3f rotation)
static int l_set_bone_position(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
@ -2752,12 +2752,12 @@ private:
v3f rotation = v3f(0, 0, 0);
if(!lua_isnil(L, 4))
rotation = read_v3f(L, 4);
co->setBonePosRot(bone, position, rotation);
co->setBonePosition(bone, position, rotation);
return 0;
}
// set_attachment(self, parent, bone, position, rotation)
static int l_set_attachment(lua_State *L)
// set_attach(self, parent, bone, position, rotation)
static int l_set_attach(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
ObjectRef *parent_ref = checkobject(L, 2);
@ -2779,8 +2779,8 @@ private:
return 0;
}
// set_detachment(self)
static int l_set_detachment(lua_State *L)
// set_detach(self)
static int l_set_detach(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
@ -3104,10 +3104,10 @@ const luaL_reg ObjectRef::methods[] = {
method(ObjectRef, get_wielded_item),
method(ObjectRef, set_wielded_item),
method(ObjectRef, set_armor_groups),
method(ObjectRef, set_animations),
method(ObjectRef, set_bone_posrot),
method(ObjectRef, set_attachment),
method(ObjectRef, set_detachment),
method(ObjectRef, set_animation),
method(ObjectRef, set_bone_position),
method(ObjectRef, set_attach),
method(ObjectRef, set_detach),
method(ObjectRef, set_properties),
// LuaEntitySAO-only
method(ObjectRef, setvelocity),