forked from nalc/nalc_game
TNT particles: use drops list smartly
The drops list already has quantities, so let's just select the one with the highest quantity from it, and use that as tile. Fallback tile will therefore only be used if explosion happens in air. Oh well.
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parent
3623398b78
commit
eafd1ebc43
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@ -138,7 +138,7 @@ local function entity_physics(pos, radius)
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end
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end
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end
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end
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local function add_effects(pos, radius)
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local function add_effects(pos, radius, drops)
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minetest.add_particlespawner({
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minetest.add_particlespawner({
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amount = 128,
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amount = 128,
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time = 1,
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time = 1,
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@ -158,14 +158,12 @@ local function add_effects(pos, radius)
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-- we just dropped some items. Look at the items entities and pick
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-- we just dropped some items. Look at the items entities and pick
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-- one of them to use as texture
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-- one of them to use as texture
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local texture = "tnt_blast.png" --fallback texture
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local texture = "tnt_blast.png" --fallback texture
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local objs = minetest.get_objects_inside_radius(pos, 2)
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local most = 0
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for _, obj in pairs(objs) do
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for name, stack in pairs(drops) do
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if obj and obj:get_luaentity() then
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local count = stack:get_count()
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local def = ItemStack(obj:get_luaentity().itemstring):get_definition()
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if count > most then
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if def.tiles then
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most = count
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texture = def.tiles[1]
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texture = minetest.registered_nodes[name].tiles[1]
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break
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end
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end
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end
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end
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end
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@ -265,7 +263,7 @@ function tnt.boom(pos, def)
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if not def.disable_drops then
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if not def.disable_drops then
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eject_drops(drops, pos, def.radius)
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eject_drops(drops, pos, def.radius)
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end
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end
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add_effects(pos, def.radius)
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add_effects(pos, def.radius, drops)
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end
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end
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minetest.register_node("tnt:boom", {
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minetest.register_node("tnt:boom", {
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