------------------ -- Private data -- ------------------ -- Locally cache rifle defs for fast and easy access local rifles = {} -- Keep track of players who are scoping in, and their wielded item local scoped = {} -- Timer for scope-check globalstep local timer = 0.2 local default_physics_overrides = { speed = 0.1, jump = 0 } ------------- -- Helpers -- ------------- local function show_scope(name, item_name, fov_mult) local player = minetest.get_player_by_name(name) if not player then return end scoped[name] = item_name -- e.g. if fov_mult == 8, then FOV = 1/8 * current_FOV, a.k.a 8x zoom player:set_fov(1 / fov_mult, true) physics.set(name, "sniper_rifles:scoping", rifles[item_name].physics_overrides) player:hud_set_flags({ wielditem = false }) end local function hide_scope(name) local player = minetest.get_player_by_name(name) if not player then return end scoped[name] = nil player:set_fov(0) physics.remove(name, "sniper_rifles:scoping") player:hud_set_flags({ wielditem = true }) end local function on_use(stack, user, pointed) if scoped[user:get_player_name()] then -- shooter checks for the return value of def.on_use, and executes -- the rest of the code only if this function returns non-nil return stack end end local function on_rclick(item, placer, pointed_thing) if pointed_thing.type == "object" then return end local name = placer:get_player_name() if scoped[name] then hide_scope(name) else -- Remove _loaded suffix added to item name by shooter local item_name = item:get_name():gsub("_loaded", "") local fov_mult = shooter.registered_weapons[item_name].fov_mult show_scope(name, item_name, fov_mult) end end ------------------ -- Sccope-check -- ------------------ -- Hide scope if currently wielded item is not the same item -- player wielded when scoping local time = 0 minetest.register_globalstep(function(dtime) time = time + dtime if time < timer then return end time = 0 for name, original_item in pairs(scoped) do local player = minetest.get_player_by_name(name) if not player then scoped[name] = nil else local wielded_item = player:get_wielded_item():get_name():gsub("_loaded", "") if wielded_item ~= original_item then hide_scope(name) end end end end) ---------------------------- -- Rifle registration API -- ---------------------------- sniper_rifles = {} function sniper_rifles.register_rifle(name, def) assert(def.fov_mult, "Rifle definition must contain FOV multiplier (fov_mult)!") -- Override on_use to allow firing weapon only when using the scope def.on_use = on_use shooter.register_weapon(name, def) -- Manually add extra fields to itemdef that shooter doesn't allow -- Also modify the _loaded variant local overrides = { on_secondary_use = on_rclick, wield_scale = vector.new(2, 2, 1.5) } minetest.override_item(name, overrides) minetest.override_item(name .. "_loaded", overrides) def.physics_overrides = def.physics_overrides or default_physics_overrides rifles[name] = table.copy(def) end dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/rifles.lua")