Rotate optics and doors from NodeCore with ease.
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local ipairs
= ipairs
local minetest, vector
= minetest, vector
local player_huds = {}
local function do_player_rotating_checks(player)
local name = player:get_player_name()
local hud_index = player_huds[name]
if hud_index then
player:hud_remove(hud_index)
player_huds[name] = nil
end
local look_dir = player:get_look_dir()
local player_pos = vector.copy(player:get_pos())
local eye_offset = vector.divide(player:get_eye_offset(), 10)
local eye_height = player:get_properties().eye_height;
local eye_pos = player_pos + eye_offset + vector.new(0, eye_height, 0)
local default_reach = minetest.registered_items[""].range or 4
local wielded_reach = player:get_wielded_item():get_definition().reach
local reach = wielded_reach or default_reach
local node = nil
local ray = minetest.raycast(eye_pos, eye_pos + look_dir * reach, false, false)
for pointed_thing in ray do node = pointed_thing end
if node then
hud_index = player:hud_add({
hud_elem_type = "image",
name = "rotation hint",
text = "nc_extended_rotating_hud_rotate_clockwise.png",
position = { x = 0.5, y = 0.5 },
offset = { x = 0, y = 0 },
alignment = { x = 0, y = 0 },
scale = { x = 1, y = 1 },
})
player_huds[name] = hud_index
end
end
minetest.register_globalstep(function(delta_time)
for _, player in ipairs(minetest.get_connected_players()) do
do_player_rotating_checks(player)
end
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
player_huds[name] = nil
end)