forked from nalc/nalc_game
		
	Move all common mods back to minetest_game
This commit is contained in:
		
							
								
								
									
										32
									
								
								mods/fire/README.txt
									
									
									
									
									
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										32
									
								
								mods/fire/README.txt
									
									
									
									
									
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Minetest 0.4 mod: fire
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======================
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License of source code:
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-----------------------
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Copyright (C) 2012 Perttu Ahola (celeron55) <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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http://www.gnu.org/licenses/lgpl-2.1.html
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License of media (textures and sounds)
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--------------------------------------
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Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)                                 
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http://creativecommons.org/licenses/by-sa/3.0/
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Authors of media files
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-----------------------
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Everything not listed in here:
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Copyright (C) 2012 Perttu Ahola (celeron55) <celeron55@gmail.com>
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fire_small.ogg sampled from:
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  http://www.freesound.org/people/dobroide/sounds/4211/
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fire_large.ogg sampled from:
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  http://www.freesound.org/people/Dynamicell/sounds/17548/
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fire_basic_flame_animated.png:
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  Muadtralk
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										192
									
								
								mods/fire/init.lua
									
									
									
									
									
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										192
									
								
								mods/fire/init.lua
									
									
									
									
									
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-- minetest/fire/init.lua
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minetest.register_node("fire:basic_flame", {
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	description = "Fire",
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	drawtype = "plantlike",
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	tiles = {{
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		name="fire_basic_flame_animated.png",
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		animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1},
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	}},
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	inventory_image = "fire_basic_flame.png",
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	light_source = 14,
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	groups = {igniter=2,dig_immediate=3},
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	drop = '',
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	walkable = false,
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	buildable_to = true,
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	damage_per_second = 4,
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	after_place_node = function(pos, placer)
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		fire.on_flame_add_at(pos)
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	end,
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	after_dig_node = function(pos, oldnode, oldmetadata, digger)
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		fire.on_flame_remove_at(pos)
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	end,
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})
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fire = {}
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fire.D = 6
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-- key: position hash of low corner of area
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-- value: {handle=sound handle, name=sound name}
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fire.sounds = {}
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function fire.get_area_p0p1(pos)
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	local p0 = {
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		x=math.floor(pos.x/fire.D)*fire.D,
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		y=math.floor(pos.y/fire.D)*fire.D,
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		z=math.floor(pos.z/fire.D)*fire.D,
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	}
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	local p1 = {
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		x=p0.x+fire.D-1,
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		y=p0.y+fire.D-1,
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		z=p0.z+fire.D-1
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	}
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	return p0, p1
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end
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function fire.update_sounds_around(pos)
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	local p0, p1 = fire.get_area_p0p1(pos)
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	local cp = {x=(p0.x+p1.x)/2, y=(p0.y+p1.y)/2, z=(p0.z+p1.z)/2}
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	local flames_p = minetest.env:find_nodes_in_area(p0, p1, {"fire:basic_flame"})
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	--print("number of flames at "..minetest.pos_to_string(p0).."/"
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	--		..minetest.pos_to_string(p1)..": "..#flames_p)
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	local should_have_sound = (#flames_p > 0)
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	local wanted_sound = nil
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	if #flames_p >= 9 then
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		wanted_sound = {name="fire_large", gain=1.5}
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	elseif #flames_p > 0 then
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		wanted_sound = {name="fire_small", gain=1.5}
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	end
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	local p0_hash = minetest.hash_node_position(p0)
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	local sound = fire.sounds[p0_hash]
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	if not sound then
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		if should_have_sound then
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			fire.sounds[p0_hash] = {
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				handle = minetest.sound_play(wanted_sound, {pos=cp, loop=true}),
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				name = wanted_sound.name,
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			}
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		end
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	else
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		if not wanted_sound then
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			minetest.sound_stop(sound.handle)
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			fire.sounds[p0_hash] = nil
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		elseif sound.name ~= wanted_sound.name then
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			minetest.sound_stop(sound.handle)
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			fire.sounds[p0_hash] = {
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				handle = minetest.sound_play(wanted_sound, {pos=cp, loop=true}),
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				name = wanted_sound.name,
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			}
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		end
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	end
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end
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function fire.on_flame_add_at(pos)
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	--print("flame added at "..minetest.pos_to_string(pos))
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	fire.update_sounds_around(pos)
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end
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function fire.on_flame_remove_at(pos)
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	--print("flame removed at "..minetest.pos_to_string(pos))
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	fire.update_sounds_around(pos)
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end
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function fire.find_pos_for_flame_around(pos)
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	return minetest.env:find_node_near(pos, 1, {"air"})
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end
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function fire.flame_should_extinguish(pos)
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	if minetest.setting_getbool("disable_fire") then return true end
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	--return minetest.env:find_node_near(pos, 1, {"group:puts_out_fire"})
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	local p0 = {x=pos.x-2, y=pos.y, z=pos.z-2}
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	local p1 = {x=pos.x+2, y=pos.y, z=pos.z+2}
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	local ps = minetest.env:find_nodes_in_area(p0, p1, {"group:puts_out_fire"})
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	return (#ps ~= 0)
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end
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-- Ignite neighboring nodes
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minetest.register_abm({
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	nodenames = {"group:flammable"},
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	neighbors = {"group:igniter"},
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	interval = 1,
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	chance = 2,
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	action = function(p0, node, _, _)
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		-- If there is water or stuff like that around flame, don't ignite
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		if fire.flame_should_extinguish(p0) then
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			return
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		end
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		local p = fire.find_pos_for_flame_around(p0)
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		if p then
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			minetest.env:set_node(p, {name="fire:basic_flame"})
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			fire.on_flame_add_at(p)
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		end
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	end,
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})
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-- Rarely ignite things from far
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minetest.register_abm({
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	nodenames = {"group:igniter"},
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	neighbors = {"air"},
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	interval = 2,
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	chance = 10,
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	action = function(p0, node, _, _)
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		local reg = minetest.registered_nodes[node.name]
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		if not reg or not reg.groups.igniter or reg.groups.igniter < 2 then
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			return
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		end
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		local d = reg.groups.igniter
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		local p = minetest.env:find_node_near(p0, d, {"group:flammable"})
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		if p then
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			-- If there is water or stuff like that around flame, don't ignite
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			if fire.flame_should_extinguish(p) then
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				return
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			end
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			local p2 = fire.find_pos_for_flame_around(p)
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			if p2 then
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				minetest.env:set_node(p2, {name="fire:basic_flame"})
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				fire.on_flame_add_at(p2)
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			end
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		end
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	end,
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})
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-- Remove flammable nodes and flame
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minetest.register_abm({
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	nodenames = {"fire:basic_flame"},
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	interval = 1,
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	chance = 2,
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	action = function(p0, node, _, _)
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		-- If there is water or stuff like that around flame, remove flame
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		if fire.flame_should_extinguish(p0) then
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			minetest.env:remove_node(p0)
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			fire.on_flame_remove_at(p0)
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			return
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		end
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		-- Make the following things rarer
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		if math.random(1,3) == 1 then
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			return
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		end
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		-- If there are no flammable nodes around flame, remove flame
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		if not minetest.env:find_node_near(p0, 1, {"group:flammable"}) then
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			minetest.env:remove_node(p0)
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			fire.on_flame_remove_at(p0)
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			return
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		end
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		if math.random(1,4) == 1 then
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			-- remove a flammable node around flame
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			local p = minetest.env:find_node_near(p0, 1, {"group:flammable"})
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			if p then
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				-- If there is water or stuff like that around flame, don't remove
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				if fire.flame_should_extinguish(p0) then
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					return
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				end
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				minetest.env:remove_node(p)
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				nodeupdate(p)
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			end
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		else
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			-- remove flame
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			minetest.env:remove_node(p0)
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			fire.on_flame_remove_at(p0)
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		end
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	end,
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})
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								mods/fire/sounds/fire_large.ogg
									
									
									
									
									
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								mods/fire/sounds/fire_large.ogg
									
									
									
									
									
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								mods/fire/sounds/fire_small.ogg
									
									
									
									
									
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								mods/fire/textures/fire_basic_flame.png
									
									
									
									
									
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								mods/fire/textures/fire_basic_flame.png
									
									
									
									
									
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								mods/fire/textures/fire_basic_flame_animated.png
									
									
									
									
									
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								mods/fire/textures/fire_basic_flame_animated.png
									
									
									
									
									
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		 After Width: | Height: | Size: 2.2 KiB  | 
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