rename entity:set_rig to entity:set_skeleton
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parent
6214bf4a19
commit
3b24982c0d
@ -30,7 +30,7 @@ do -- setup visuals
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local bid = block.index(icon:sub(16))
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model = block.get_model(bid)
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if model == "X" then
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entity:set_rig("base:drop-item")
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entity:set_skeleton("base:drop-item")
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body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0}))
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rig:set_texture("$0", icon)
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else
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@ -46,7 +46,7 @@ do -- setup visuals
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end
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end
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else
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entity:set_rig("base:drop-item")
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entity:set_skeleton("base:drop-item")
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body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0}))
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rig:set_texture("$0", icon)
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end
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@ -52,7 +52,7 @@ end
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local Entity = {__index={
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despawn=function(self) return entities.despawn(self.eid) end,
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set_rig=function(self, s) return entities.set_rig(self.eid, s) end,
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set_skeleton=function(self, s) return entities.set_skeleton(self.eid, s) end,
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get_component=function(self, name) return self.components[name] end,
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has_component=function(self, name) return self.components[name] ~= nil end,
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get_uid=function(self) return self.eid end,
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@ -32,7 +32,7 @@ static int l_despawn(lua::State* L) {
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return 0;
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}
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static int l_set_rig(lua::State* L) {
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static int l_set_skeleton(lua::State* L) {
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if (auto entity = get_entity(L, 1)) {
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std::string skeletonName = lua::require_string(L, 2);
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auto rigConfig = content->getRig(skeletonName);
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@ -48,6 +48,6 @@ const luaL_Reg entitylib [] = {
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{"exists", lua::wrap<l_exists>},
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{"spawn", lua::wrap<l_spawn>},
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{"despawn", lua::wrap<l_despawn>},
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{"set_rig", lua::wrap<l_set_rig>},
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{"set_skeleton", lua::wrap<l_set_skeleton>},
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{NULL, NULL}
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};
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