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synced 2025-06-19 21:58:03 +02:00
fix #5013 make sure textures are set properly on resture
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@ -507,7 +507,10 @@ yl_speak_up.get_fs_fashion = function(pname)
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local skins = yl_speak_up.mob_skins[mob_type]
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local skins = yl_speak_up.mob_skins[mob_type]
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local textures = yl_speak_up.speak_to[pname].textures
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local textures = yl_speak_up.speak_to[pname].textures
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local skin = (textures[texture_index] or "")
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local skin = ""
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if(textures and textures[texture_index]) then
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skin = (textures[texture_index] or "")
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end
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-- store the old texture so that we can go back to it
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-- store the old texture so that we can go back to it
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local old_texture = yl_speak_up.speak_to[pname].old_texture
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local old_texture = yl_speak_up.speak_to[pname].old_texture
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if(not(old_texture)) then
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if(not(old_texture)) then
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@ -86,6 +86,7 @@ yl_speak_up.update_npc_data = function(self, dialog, force_store)
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muted = self.yl_speak_up.talk,
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muted = self.yl_speak_up.talk,
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animation = self.yl_speak_up.animation,
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animation = self.yl_speak_up.animation,
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skin = self.yl_speak_up.skin,
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skin = self.yl_speak_up.skin,
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textures = self.textures,
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}
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}
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-- the current object will change after deactivate; there is no point in storing
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-- the current object will change after deactivate; there is no point in storing
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-- it over server restart
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-- it over server restart
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@ -238,6 +239,7 @@ yl_speak_up.command_npc_force_restore_npc = function(pname, rest)
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npc_description = npc_desc,
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npc_description = npc_desc,
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infotext = yl_speak_up.infotext, -- will be set automaticly later
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infotext = yl_speak_up.infotext, -- will be set automaticly later
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animation = data.animation,
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animation = data.animation,
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textures = data.textures,
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}
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}
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-- This is at least useful for mobs_redo. Other mob mods may require adjustments.
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-- This is at least useful for mobs_redo. Other mob mods may require adjustments.
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ent.owner = npc_owner
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ent.owner = npc_owner
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@ -249,6 +251,7 @@ yl_speak_up.command_npc_force_restore_npc = function(pname, rest)
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end
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end
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if(data.skin and ent.object) then
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if(data.skin and ent.object) then
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ent.object:set_properties({textures = table.copy(data.skin)})
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ent.object:set_properties({textures = table.copy(data.skin)})
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ent.yl_speak_up.textures = table.copy(data.skin)
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end
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end
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-- update the NPC list
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-- update the NPC list
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yl_speak_up.update_npc_data(ent, dialog, true)
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yl_speak_up.update_npc_data(ent, dialog, true)
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