pointable = true,
-- Overrides selection box when false
- visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
+ visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem" / "item",
-- "cube" is a node-sized cube.
-- "sprite" is a flat texture always facing the player.
-- "upright_sprite" is a vertical flat texture.
-- of its texture.
-- Otherwise for non-node items, the object will be an extrusion of
-- 'inventory_image'.
+ -- "item" is similar to "wielditem" but ignores the 'wield_image' parameter.
visual_size = {x = 1, y = 1},
-- `x` multiplies horizontal (X and Z) visual size.
}
else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
- } else if (m_prop.visual == "wielditem") {
+ } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
ItemStack item;
infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
if (m_prop.wield_item.empty()) {
}
m_wield_meshnode = new WieldMeshSceneNode(
RenderingEngine::get_scene_manager(), -1);
- m_wield_meshnode->setItem(item, m_client);
+ m_wield_meshnode->setItem(item, m_client,
+ (m_prop.visual == "wielditem"));
m_wield_meshnode->setScale(
v3f(m_prop.visual_size.X / 2, m_prop.visual_size.Y / 2,
return mesh;
}
-void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
+void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool check_wield_image)
{
ITextureSource *tsrc = client->getTextureSource();
IItemDefManager *idef = client->getItemDefManager();
m_colors.clear();
m_base_color = idef->getItemstackColor(item, client);
- // If wield_image is defined, it overrides everything else
- if (!def.wield_image.empty()) {
+ // If wield_image needs to be checked and is defined, it overrides everything else
+ if (!def.wield_image.empty() && check_wield_image) {
setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
1);
m_colors.emplace_back();
void setCube(const ContentFeatures &f, v3f wield_scale);
void setExtruded(const std::string &imagename, const std::string &overlay_image,
v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
- void setItem(const ItemStack &item, Client *client);
+ void setItem(const ItemStack &item, Client *client,
+ bool check_wield_image = true);
// Sets the vertex color of the wield mesh.
// Must only be used if the constructor was called with lighting = false