Get rid of a lot of warnings, add deprecations

This commit is contained in:
NullBite 2023-06-23 01:48:41 -04:00
parent a5dfb68598
commit 36adf3a7f0
Signed by: nullbite
GPG Key ID: 6C4D545385D4925A

View File

@ -31,6 +31,8 @@ wave=nmath.wave
-- syncState {{{ -- syncState {{{
do do
local counter=0 local counter=0
---@deprecated use sharedstate instead
function syncState() function syncState()
-- ping.setSnoring(skin_state.snore_enabled) -- ping.setSnoring(skin_state.snore_enabled)
if counter < 3 then if counter < 3 then
@ -62,6 +64,7 @@ do
end end
end end
---@deprecated Use sharedstate instead
function ping.syncState(tbl) function ping.syncState(tbl)
logging.debug("ping.syncState") logging.debug("ping.syncState")
for k, v in pairs(tbl) do for k, v in pairs(tbl) do
@ -89,8 +92,9 @@ do
["aquatic_enabled"]=true, ["aquatic_enabled"]=true,
["aquatic_override"]=false ["aquatic_override"]=false
} }
---@deprecated use config api (TODO) instead
function setLocalState() function setLocalState()
if is_host then if host:isHost() then
for k, v in pairs(skin_state) do for k, v in pairs(skin_state) do
local_state[k]=v local_state[k]=v
end end
@ -102,17 +106,16 @@ do
return local_state return local_state
end end
-- TODO reimplement with new data API -- TODO reimplement with new data API
-- if is_host then if host:isHost() then
if false then local savedData=config:load()
local savedData=data.loadAll()
if savedData == nil then if savedData == nil then
for k, v in pairs(defaults) do for k, v in pairs(defaults) do
data.save(k, v) config:save(k, v)
end end
savedData=data.loadAll() savedData=config:load()
end end
skin_state=util.mergeTable( skin_state=util.mergeTable(
util.map(util.parse,data.loadAll()), util.map(util.parse,config:load()),
defaults) defaults)
else else
skin_state=defaults skin_state=defaults
@ -152,11 +155,11 @@ VANILLA_GROUPS={
["BODY"]={vanilla_model.BODY, vanilla_model.JACKET}, ["BODY"]={vanilla_model.BODY, vanilla_model.JACKET},
["LEFT_ARM"]={vanilla_model.LEFT_ARM, vanilla_model.LEFT_SLEEVE}, ["LEFT_ARM"]={vanilla_model.LEFT_ARM, vanilla_model.LEFT_SLEEVE},
["RIGHT_ARM"]={vanilla_model.RIGHT_ARM, vanilla_model.RIGHT_SLEEVE}, ["RIGHT_ARM"]={vanilla_model.RIGHT_ARM, vanilla_model.RIGHT_SLEEVE},
["LEFT_LEG"]={vanilla_model.LEFT_LEG, vanilla_model.LEFT_PANTS_LEG}, ["LEFT_LEG"]={vanilla_model.LEFT_LEG, vanilla_model.LEFT_PANTS},
["RIGHT_LEG"]={vanilla_model.RIGHT_LEG, vanilla_model.RIGHT_PANTS_LEG}, ["RIGHT_LEG"]={vanilla_model.RIGHT_LEG, vanilla_model.RIGHT_PANTS},
["OUTER"]={ vanilla_model.HAT, vanilla_model.JACKET, vanilla_model.LEFT_SLEEVE, vanilla_model.RIGHT_SLEEVE, vanilla_model.LEFT_PANTS_LEG, vanilla_model.RIGHT_PANTS_LEG }, ["OUTER"]={ vanilla_model.HAT, vanilla_model.JACKET, vanilla_model.LEFT_SLEEVE, vanilla_model.RIGHT_SLEEVE, vanilla_model.LEFT_PANTS, vanilla_model.RIGHT_PANTS },
["INNER"]={ vanilla_model.HEAD, vanilla_model.BODY, vanilla_model.LEFT_ARM, vanilla_model.RIGHT_ARM, vanilla_model.LEFT_LEG, vanilla_model.RIGHT_LEG }, ["INNER"]={ vanilla_model.HEAD, vanilla_model.BODY, vanilla_model.LEFT_ARM, vanilla_model.RIGHT_ARM, vanilla_model.LEFT_LEG, vanilla_model.RIGHT_LEG },
["ALL"]={ vanilla_model.HEAD, vanilla_model.BODY, vanilla_model.LEFT_ARM, vanilla_model.RIGHT_ARM, vanilla_model.LEFT_LEG, vanilla_model.RIGHT_LEG, vanilla_model.HAT, vanilla_model.JACKET, vanilla_model.LEFT_SLEEVE, vanilla_model.RIGHT_SLEEVE, vanilla_model.LEFT_PANTS_LEG, vanilla_model.RIGHT_PANTS_LEG }, ["ALL"]={ vanilla_model.HEAD, vanilla_model.BODY, vanilla_model.LEFT_ARM, vanilla_model.RIGHT_ARM, vanilla_model.LEFT_LEG, vanilla_model.RIGHT_LEG, vanilla_model.HAT, vanilla_model.JACKET, vanilla_model.LEFT_SLEEVE, vanilla_model.RIGHT_SLEEVE, vanilla_model.LEFT_PANTS, vanilla_model.RIGHT_PANTS },
["ARMOR"]=armor_model ["ARMOR"]=armor_model
} }
@ -224,7 +227,7 @@ COLORS.lava= vec(1, 128/255, 64/255)
-- prev 255 160 192 -- prev 255 160 192
COLORS.owo= vec(1, 128/255, 160/255) COLORS.owo= vec(1, 128/255, 160/255)
COLORS["end"]="end" COLORS["end"]="end"
for k, v in pairs(EMISSIVES) do for _, v in pairs(EMISSIVES) do
v:setColor(COLORS.neutral) v:setColor(COLORS.neutral)
end end
@ -409,7 +412,7 @@ function setArmor(state)
syncState() syncState()
end end
function snore() end local function snore() end
-- TODO re-enable snoring -- TODO re-enable snoring
-- do -- do
-- local snore_enabled=false -- local snore_enabled=false
@ -449,11 +452,13 @@ end
-- }}} -- }}}
-- Tail stuff {{{ -- Tail stuff {{{
local tail_cooldown
function aquaticTailVisible() function aquaticTailVisible()
tail_cooldown=tail_cooldown or 0 tail_cooldown=tail_cooldown or 0
return (local_state.aquatic_enabled and (player:isInWater() or player:isInLava()) or local_state.aquatic_override or tail_cooldown>0) and not getVanillaVisible() end return (local_state.aquatic_enabled and (player:isInWater() or player:isInLava()) or local_state.aquatic_override or tail_cooldown>0) and not getVanillaVisible()
end
function updateTailVisibility() local function updateTailVisibility()
local anim=player:getPose() local anim=player:getPose()
local water=player:isInWater() local water=player:isInWater()
local lava=player:isInLava() local lava=player:isInLava()
@ -609,7 +614,7 @@ end
function animateTail(val) function animateTail(val)
local per_y=20*4 local per_y=20*4
local per_x=20*6 local per_x=20*6
for k, v in ipairs(REG_TAIL_BONES) do for k, _ in ipairs(REG_TAIL_BONES) do
local cascade=(k-1)*12 local cascade=(k-1)*12
REG_TAIL_BONES[k]:setRot(vec( tail_original_rot[k].x + wave(val-cascade, per_x, 3), wave(val-cascade, per_y, 12), tail_original_rot[k].z )) REG_TAIL_BONES[k]:setRot(vec( tail_original_rot[k].x + wave(val-cascade, per_x, 3), wave(val-cascade, per_y, 12), tail_original_rot[k].z ))
end end
@ -712,7 +717,8 @@ function tick()
-- Refresh tail armor state -- Refresh tail armor state
armor() -- TODO re add armor stuff
--armor()
-- Implements tail cooldown conditions -- Implements tail cooldown conditions
updateTailVisibility() updateTailVisibility()
@ -730,7 +736,7 @@ events.TICK:register(function() if player then tick() end end, "main_tick")
-- }}} -- }}}
-- Render function {{{ -- Render function {{{
function render(delta) local function render(delta)
if aquaticTailVisible() then if aquaticTailVisible() then
animateMTail((lerp(old_state.anim_cycle, anim_cycle, delta) * 0.2)) animateMTail((lerp(old_state.anim_cycle, anim_cycle, delta) * 0.2))
else else