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https://github.com/minetest-mods/nether.git
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Update .luacheckrc and fix warnings
Changes to reduce formatting warnings will be committed separately
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@ -10,10 +10,15 @@ read_globals = {
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"default",
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"DIR_DELIM",
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"dump",
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"dungeon_loot",
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"intllib",
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"ItemStack",
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"loot",
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"math.hypot",
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"mesecon",
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"minetest",
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"nodeupdate",
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"PcgRandom",
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"PseudoRandom",
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"stairs",
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"stairsplus",
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@ -295,7 +295,7 @@ nether.PortalShape_Circular = {
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get_p1_and_p2_from_anchorPos = function(self, anchorPos, orientation)
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assert(orientation, "no orientation passed")
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assert(self ~= nil and self.name == nether.PortalShape_Circular.name, "Must pass self as first argument, or use shape:func() instead of shape.func()")
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local p1 = anchorPos -- PortalShape_Traditional puts the anchorPos at p1 for backwards&forwards compatibility
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local p1
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local p2
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if orientation == 0 then
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@ -1528,9 +1528,9 @@ end
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function register_frame_node(frame_node_name)
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-- copy the existing node definition
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local node = minetest.registered_nodes[frame_node_name]
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local node_def = minetest.registered_nodes[frame_node_name]
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local extended_node_def = {}
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for key, value in pairs(node) do extended_node_def[key] = value end
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for key, value in pairs(node_def) do extended_node_def[key] = value end
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extended_node_def.replaced_by_portalapi = {} -- allows chaining or restoration of original functions, if necessary
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@ -1916,7 +1916,7 @@ function nether.find_surface_target_y(target_x, target_z, portal_name)
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-- try to spawn on surface first
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if minetest.get_spawn_level ~= nil then -- older versions of Minetest don't have this
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surface_level = minetest.get_spawn_level(target_x, target_z)
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local surface_level = minetest.get_spawn_level(target_x, target_z)
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if surface_level ~= nil then -- test this since get_spawn_level() can return nil over water or steep/high terrain
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-- get_spawn_level() tends to err on the side of caution and spawns the player a
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@ -1978,7 +1978,7 @@ function nether.find_nearest_working_portal(portal_name, anchorPos, distance_lim
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-- the mod_storage list of portals is unreliable - e.g. it won't know if inactive portals have been
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-- destroyed, so check the portal is still there
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local portalFound, portalActive = is_portal_at_anchorPos(portal_definition, portal_info.anchorPos, portal_info.orientation, true)
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local portalFound, portalIsActive = is_portal_at_anchorPos(portal_definition, portal_info.anchorPos, portal_info.orientation, true)
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if portalFound then
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return portal_info.anchorPos, portal_info.orientation
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@ -44,7 +44,7 @@ local SURFACE_TRAVEL_DISTANCE = 26
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--=================================================--
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-- Portal to the Floatlands, playable code example --
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--==================================================--
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local FLOATLANDS_ENABLED = false
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local FLOATLANDS_ENABLED
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local FLOATLAND_LEVEL = 1280
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if minetest.settings:get_bool("nether_enable_portal_example_floatlands", ENABLE_PORTAL_EXAMPLE_FLOATLANDS) or ENABLE_PORTAL_EXAMPLE_FLOATLANDS then
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@ -155,7 +155,7 @@ if minetest.settings:get_bool("nether_enable_portal_example_surfacetravel", ENAB
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find_realm_anchorPos = function(surface_anchorPos)
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-- This function isn't needed, since this type of portal always goes to the surface
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minecraft.log("error" , "find_realm_anchorPos called for surface portal")
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minetest.log("error" , "find_realm_anchorPos called for surface portal")
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return {x=0, y=0, z=0}
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end,
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