forked from Sokomine/yl_speak_up
store cape and shield texture without the mask (apply that in on_activate)
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48243f2ddc
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20735916c1
@ -141,6 +141,12 @@ yl_speak_up.mesh_update_textures = function(pname, textures)
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if(not(obj) or not(textures)) then
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return
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end
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-- store the textures without added masks for cape and shield:
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yl_speak_up.speak_to[pname].skins = textures
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local entity = obj:get_luaentity()
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if(entity) then
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entity.yl_speak_up.skin = textures
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end
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-- the skins with wielded items need some conversion,
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-- while simpler models may just apply the texture
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local mesh = yl_speak_up.get_mesh(pname)
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@ -148,11 +154,6 @@ yl_speak_up.mesh_update_textures = function(pname, textures)
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textures = yl_speak_up.textures2skin(textures)
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end
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obj:set_properties({ textures = textures })
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yl_speak_up.speak_to[pname].skins = textures
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local entity = obj:get_luaentity()
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if(entity) then
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entity.yl_speak_up.skin = textures
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end
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-- scrolling through the diffrent skins updates the skin; avoid spam in the log
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-- yl_speak_up.log_change(pname, n_id,
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-- "(fashion) skin changed to "..tostring(new_skin)..".")
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@ -86,6 +86,34 @@ function yl_speak_up.do_mobs_after_activate(self, staticdata, def, dtime)
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-- load the texture/skin of the NPC
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if self.yl_speak_up and self.yl_speak_up.skin then
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local tex = self.yl_speak_up.skin
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-- only use the cape as such:
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if(tex[1]) then
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local p = string.split(tex[1], "=")
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if(#p > 1) then
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tex[1] = p[#p]
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end
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end
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-- the shield:
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if(tex[3]) then
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local p = string.split(tex[3], "=")
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if(#p > 1) then
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tex[3] = p[#p]
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local start = 1
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local ende = string.len(tex[3])
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if(string.sub(tex[3], 1, 1)=="(") then
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start = 2
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end
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if(string.sub(tex[3], ende)==")") then
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ende = ende - 1
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end
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tex[3] = string.sub(tex[3], start, ende)
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end
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end
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-- store only the basic texture names without shield and text mask:
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self.yl_speak_up.skin = tex
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-- add back cape and shield mask:
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tex[1] = yl_speak_up.cape2texture(tex[1])
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tex[3] = yl_speak_up.shield2texture(tex[3])
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self.object:set_properties({textures = {tex[1], tex[2], tex[3], tex[4]}})
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end
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