Make range of tools configureable

master
PilzAdam 2013-07-20 14:50:19 +02:00 committed by RealBadAngel
parent d19c8b815d
commit cba90d4441
5 changed files with 14 additions and 2 deletions

View File

@ -1868,6 +1868,7 @@ Item definition (register_node, register_craftitem, register_tool)
wield_image = "",
wield_scale = {x=1,y=1,z=1},
stack_max = 99,
range = 4.0,
liquids_pointable = false,
tool_capabilities = {
full_punch_interval = 1.0,

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@ -2488,7 +2488,12 @@ void the_game(
//u32 t1 = device->getTimer()->getRealTime();
f32 d = 4; // max. distance
f32 d = playeritem_def.range; // max. distance
f32 d_hand = itemdef->get("").range;
if(d < 0 && d_hand >= 0)
d = d_hand;
else if(d < 0)
d = 4.0;
core::line3d<f32> shootline(camera_position,
camera_position + camera_direction * BS * (d+1));

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@ -76,6 +76,7 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def)
groups = def.groups;
node_placement_prediction = def.node_placement_prediction;
sound_place = def.sound_place;
range = def.range;
return *this;
}
@ -109,6 +110,7 @@ void ItemDefinition::reset()
}
groups.clear();
sound_place = SimpleSoundSpec();
range = -1;
node_placement_prediction = "";
}
@ -146,6 +148,7 @@ void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
//serializeSimpleSoundSpec(sound_place, os);
os<<serializeString(sound_place.name);
writeF1000(os, sound_place.gain);
writeF1000(os, range);
}
}
@ -198,7 +201,7 @@ void ItemDefinition::deSerialize(std::istream &is)
// If you add anything here, insert it primarily inside the try-catch
// block to not need to increase the version.
try{
range = readF1000(is);
}catch(SerializationError &e) {};
}

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@ -68,6 +68,7 @@ struct ItemDefinition
ToolCapabilities *tool_capabilities;
ItemGroupList groups;
SimpleSoundSpec sound_place;
f32 range;
// Client shall immediately place this node when player places the item.
// Server will update the precise end result a moment later.

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@ -100,6 +100,8 @@ ItemDefinition read_item_definition(lua_State* L,int index,
}
lua_pop(L, 1);
def.range = getfloatfield_default(L, index, "range", def.range);
// Client shall immediately place this node when player places the item.
// Server will update the precise end result a moment later.
// "" = no prediction