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62e0fe449e
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62e0fe449e | ||
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3bb4dddc21 | ||
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723301dd12 | ||
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6fb0510b73 |
5 changed files with 211 additions and 7 deletions
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@ -29,12 +29,12 @@ end, true)
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local sword_special_timer = {}
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local sword_special_timer = {}
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local SWORD_SPECIAL_COOLDOWN = 40
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local SWORD_SPECIAL_COOLDOWN = 20
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local function sword_special_timer_func(pname, timeleft)
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local function sword_special_timer_func(pname, timeleft)
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sword_special_timer[pname] = timeleft
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sword_special_timer[pname] = timeleft
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if timeleft - 10 >= 0 then
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if timeleft - 2 >= 0 then
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minetest.after(10, sword_special_timer_func, pname, timeleft - 10)
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minetest.after(2, sword_special_timer_func, pname, timeleft - 2)
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else
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else
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sword_special_timer[pname] = nil
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sword_special_timer[pname] = nil
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end
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end
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@ -57,8 +57,8 @@ minetest.register_tool("ctf_classes:sword_bronze", {
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local pname = placer:get_player_name()
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local pname = placer:get_player_name()
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if not pointed_thing then return end
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if not pointed_thing then return end
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if sword_special_timer[pname] then
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if sword_special_timer[pname] and placer:get_player_control().sneak then
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minetest.chat_send_player(pname, "You can't place a marker yet (>"..sword_special_timer[pname].."s left)")
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minetest.chat_send_player(pname, "You have to wait "..sword_special_timer[pname].."s to place marker again")
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if pointed_thing.type == "node" then
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if pointed_thing.type == "node" then
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return minetest.item_place(itemstack, placer, pointed_thing)
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return minetest.item_place(itemstack, placer, pointed_thing)
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@ -102,8 +102,8 @@ minetest.register_tool("ctf_classes:sword_bronze", {
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-- Check if player is sneaking before placing marker
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-- Check if player is sneaking before placing marker
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if not placer:get_player_control().sneak then return end
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if not placer:get_player_control().sneak then return end
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sword_special_timer[pname] = 20
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sword_special_timer[pname] = 4
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sword_special_timer_func(pname, 20)
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sword_special_timer_func(pname, 4)
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minetest.registered_chatcommands["m"].func(pname, "placed with sword")
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minetest.registered_chatcommands["m"].func(pname, "placed with sword")
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end,
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end,
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@ -424,6 +424,25 @@ do
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sounds = default.node_sound_leaves_defaults()
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sounds = default.node_sound_leaves_defaults()
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})
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})
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minetest.register_node(":ctf_map:papyrus", {
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description = "Indestructible Papyrus",
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drawtype = "plantlike",
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tiles = {"default_papyrus.png"},
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inventory_image = "default_papyrus.png",
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wield_image = "default_papyrus.png",
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paramtype = "light",
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sunlight_propagates = true,
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walkable = false,
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selection_box = {
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type = "fixed",
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fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, 0.5, 6 / 16},
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},
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groups = {immortal = 1},
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sounds = default.node_sound_leaves_defaults(),
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after_dig_node = function(pos, node, metadata, digger)
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default.dig_up(pos, node, digger)
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end,
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})
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minetest.register_node(":ctf_map:jungletree", {
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minetest.register_node(":ctf_map:jungletree", {
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description = "Indestructible Jungle Tree",
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description = "Indestructible Jungle Tree",
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57
mods/other/hud_events/README.md
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57
mods/other/hud_events/README.md
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@ -0,0 +1,57 @@
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# `hud_events`
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Forked and edited from `hud_score` by ANAND (ClobberXD), licensed under the LGPLv2.1+ license.
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`hud_events` provides an API to display HUD event elements which can be used to
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display various hints and messages.
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## Methods
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- `hud_event.new(name, event_def)`: Adds a new HUD event element to player `name`.
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- `name` [string]: Player name
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- `event_def` [table]: HUD event element definition. See below.
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## HUD event element definition
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HUD event element definition table, passed to `hud_event.new`.
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Example definition:
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```lua
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{
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name = "ctf_bandages:healing", -- Can be any arbitrary string
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color = "0x00FF00", -- Should be compatible with Minetest's HUD def
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value = "x has healed y", -- The actual event to be displayed
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-- Field `time` is automatically added by `hud_event.new`
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-- to keep track of element expiry
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}
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```
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## `players` table
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This is a table of tables, indexed by player names. This table holds the HUD
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data of all online players. Each sub-table is a list of HUD event elements,
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which are added by `hud_event.new`.
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```lua
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local players = {
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["name"] = {
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[1] = <hud_event_element>,
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[2] = <hud_event_element>,
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[3] = <hud_event_element>
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...
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},
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["name2"] = {
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...
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},
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...
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}
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```
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## Changes
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Changes that have been made compared to the original `hud_score` mod. Lines mentioned underneath refer to the lines in the `hud_events`' init.lua file.
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- replaced all occurences of `score` with `event` (10th March 2021)
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- changed variables and arguments in the lines 5, 6 and 36 (10th march 2021)
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- edited and added arguments in line 39 and 40 (10th march 2021)
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- deleted an `if` statement after line 28 (10th march 2021)
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125
mods/other/hud_events/init.lua
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125
mods/other/hud_events/init.lua
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@ -0,0 +1,125 @@
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hud_event = {}
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local hud = hudkit()
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local players = {}
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local duration = 7
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local max = 3
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local next_check = 10000000
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local function update(name)
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local player = minetest.get_player_by_name(name)
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if not player then
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return
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end
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-- Handle all elements marked for deletion
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-- and rebuild table
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local temp = {}
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for _, def in ipairs(players[name]) do
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if def.delete then
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if hud:exists(player, def.name) then
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hud:remove(player, def.name)
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end
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else
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table.insert(temp, def)
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end
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end
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for i, def in ipairs(temp) do
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local text = tostring(def.value)
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if hud:exists(player, def.name) then
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hud:change(player, def.name, "text", text)
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hud:change(player, def.name, "offset", {x = 0, y = i * 20})
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else
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hud:add(player, def.name, {
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hud_elem_type = "text",
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alignment = {x = 0, y = 0},
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position = {x = 0.5, y = 0.7},
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offset = {x = 0, y = i * 20},
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number = tonumber(def.color),
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text = text,
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z_index = -200
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})
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end
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end
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players[name] = temp
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end
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function hud_event.new(name, def)
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-- Verify HUD event element def
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if not name or not def or type(def) ~= "table" or
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not def.name or not def.value or not def.color then
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error("hud_event: Invalid HUD event element definition", 2)
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end
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local player = minetest.get_player_by_name(name)
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if not player then
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return
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end
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-- Store element expiration time in def.time
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-- and append event element def to players[name]
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def.time = os.time() + duration
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if next_check > duration then
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next_check = duration
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end
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-- If a HUD event element with the same name exists already,
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-- reuse it instead of creating a new element
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local is_new = true
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for i, hud_event_spec in ipairs(players[name]) do
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if hud_event_spec.name == def.name then
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is_new = false
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players[name][i] = def
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break
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end
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end
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if is_new then
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table.insert(players[name], def)
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end
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-- If more than `max` active elements, mark oldest element for deletion
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if #players[name] > max then
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players[name][1].delete = true
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end
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update(name)
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end
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minetest.register_globalstep(function(dtime)
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next_check = next_check - dtime
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if next_check > 0 then
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return
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end
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next_check = 10000000
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-- Loop through HUD score elements of all players
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-- and remove them if they've expired
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for name, hudset in pairs(players) do
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local modified = false
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for i, def in pairs(hudset) do
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local rem = def.time - os.time()
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if rem <= 0 then
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def.delete = true
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modified = true
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elseif rem < next_check then
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next_check = rem
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end
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end
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-- If a player's hudset was modified, update player's HUD
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if modified then
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update(name)
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end
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end
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end)
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minetest.register_on_joinplayer(function(player)
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players[player:get_player_name()] = {}
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end)
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minetest.register_on_leaveplayer(function(player)
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players[player:get_player_name()] = nil
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end)
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3
mods/other/hud_events/mod.conf
Normal file
3
mods/other/hud_events/mod.conf
Normal file
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@ -0,0 +1,3 @@
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name = hud_events
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description = API for displaying events on HUD
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depends = hudkit
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Reference in a new issue