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authorJordan Snelling <jordach.snelling@gmail.com>2020-10-04 14:10:34 +0100
committerGitHub <noreply@github.com>2020-10-04 15:10:34 +0200
commit3068853e8a58ccc7370a5ce977c08223601c497a (patch)
tree07463fe9e41197a743bac3a4cea5d63c22402297 /src/script/lua_api
parent0f98b54aa4b2361575002d92b29fe222703ba557 (diff)
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Add First Person Attachments (#10360)
Fixes some other third person camera specific attachments. Implements a single new flag for entities to be forced visible in first person mode. Old mods do not need to be updated to use the new flag and are fully backwards compatible.
Diffstat (limited to 'src/script/lua_api')
-rw-r--r--src/script/lua_api/l_camera.cpp3
-rw-r--r--src/script/lua_api/l_object.cpp14
2 files changed, 11 insertions, 6 deletions
diff --git a/src/script/lua_api/l_camera.cpp b/src/script/lua_api/l_camera.cpp
index bfa60be67..40251154c 100644
--- a/src/script/lua_api/l_camera.cpp
+++ b/src/script/lua_api/l_camera.cpp
@@ -63,7 +63,8 @@ int LuaCamera::l_set_camera_mode(lua_State *L)
return 0;
camera->setCameraMode((CameraMode)((int)lua_tonumber(L, 2)));
- playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
+ // Make the player visible depending on camera mode.
+ playercao->updateMeshCulling();
playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
return 0;
}
diff --git a/src/script/lua_api/l_object.cpp b/src/script/lua_api/l_object.cpp
index 303b1175b..fead4e849 100644
--- a/src/script/lua_api/l_object.cpp
+++ b/src/script/lua_api/l_object.cpp
@@ -664,7 +664,7 @@ int ObjectRef::l_get_bone_position(lua_State *L)
return 2;
}
-// set_attach(self, parent, bone, position, rotation)
+// set_attach(self, parent, bone, position, rotation, force_visible)
int ObjectRef::l_set_attach(lua_State *L)
{
GET_ENV_PTR;
@@ -687,7 +687,8 @@ int ObjectRef::l_set_attach(lua_State *L)
std::string bone;
v3f position = v3f(0, 0, 0);
v3f rotation = v3f(0, 0, 0);
- co->getAttachment(&parent_id, &bone, &position, &rotation);
+ bool force_visible;
+ co->getAttachment(&parent_id, &bone, &position, &rotation, &force_visible);
if (parent_id) {
ServerActiveObject *old_parent = env->getActiveObject(parent_id);
old_parent->removeAttachmentChild(co->getId());
@@ -702,7 +703,8 @@ int ObjectRef::l_set_attach(lua_State *L)
rotation = v3f(0, 0, 0);
if (!lua_isnil(L, 5))
rotation = read_v3f(L, 5);
- co->setAttachment(parent->getId(), bone, position, rotation);
+ force_visible = readParam<bool>(L, 6, false);
+ co->setAttachment(parent->getId(), bone, position, rotation, force_visible);
parent->addAttachmentChild(co->getId());
return 0;
}
@@ -722,7 +724,8 @@ int ObjectRef::l_get_attach(lua_State *L)
std::string bone;
v3f position = v3f(0, 0, 0);
v3f rotation = v3f(0, 0, 0);
- co->getAttachment(&parent_id, &bone, &position, &rotation);
+ bool force_visible;
+ co->getAttachment(&parent_id, &bone, &position, &rotation, &force_visible);
if (!parent_id)
return 0;
ServerActiveObject *parent = env->getActiveObject(parent_id);
@@ -731,7 +734,8 @@ int ObjectRef::l_get_attach(lua_State *L)
lua_pushlstring(L, bone.c_str(), bone.size());
push_v3f(L, position);
push_v3f(L, rotation);
- return 4;
+ lua_pushboolean(L, force_visible);
+ return 5;
}
// set_detach(self)