add on_player_set entity component event

This commit is contained in:
MihailRis 2026-07-18 19:09:43 +03:00
parent 8d7fab1f2f
commit e4a11f182e
9 changed files with 29 additions and 15 deletions

View file

@ -82,7 +82,6 @@ void LevelController::update(float delta, bool pause) {
continue;
}
player->rotationInterpolation.updateTimer(delta);
player->updateEntity();
glm::vec3 position = player->getPosition();
player->chunks->configure(
glm::floor(position.x),
@ -96,9 +95,9 @@ void LevelController::update(float delta, bool pause) {
*player,
player.get() == clientPlayer
);
player->updateEntity();
}
if (!pause) {
// update all objects that needed
blocks->update(delta, settings.chunks.padding.get());
level->entities->update(delta);
for (const auto& [_, player] : *level->players) {

View file

@ -142,6 +142,7 @@ namespace scripting {
void on_entity_grounded(const Entity& entity, float force);
void on_entity_fall(const Entity& entity);
void on_entity_save(const Entity& entity);
void on_entity_player_set(const Entity& entity, int64_t pid);
void on_entities_update(int tps, int parts, int part);
void on_entities_physics_update(float delta);
void on_entities_render(float delta);

View file

@ -71,6 +71,7 @@ static void init_component_events(
funcsset.on_aim_off = lua::hasfield(L, "on_aim_off");
funcsset.on_attacked = lua::hasfield(L, "on_attacked");
funcsset.on_used = lua::hasfield(L, "on_used");
funcsset.on_player_set = lua::hasfield(L, "on_player_set");
lua::pop(L);
}
@ -238,6 +239,15 @@ void scripting::on_entity_save(const Entity& entity) {
);
}
void scripting::on_entity_player_set(const Entity& entity, int64_t pid) {
process_entity_callback(
entity,
"on_player_set",
&EntityFuncsSet::on_player_set,
[pid](auto L) { return lua::pushinteger(L, pid); }
);
}
void scripting::on_sensor_enter(
const Entity& entity, size_t index, entityid_t oid
) {