Merge branch 'master' into nalc-1.2

This commit is contained in:
2019-05-10 01:40:08 +02:00
6 changed files with 25 additions and 12 deletions

View File

@ -62,7 +62,8 @@ minetest.register_node("quartz:chiseled", {
minetest.register_node("quartz:pillar", {
description = S("Quartz Pillar"),
paramtype2 = "facedir",
tiles = {"quartz_pillar_top.png", "quartz_pillar_top.png", "quartz_pillar_side.png"},
tiles = {"quartz_pillar_top.png", "quartz_pillar_top.png",
"quartz_pillar_side.png"},
groups = {cracky=3, oddly_breakable_by_hand=1},
sounds = default.node_sound_glass_defaults(),
on_place = minetest.rotate_node
@ -142,7 +143,7 @@ minetest.register_abm({
-- Compatibility with stairsplus
--
if minetest.get_modpath("moreblocks") then
if minetest.global_exists("stairsplus") then
local nodename = "quartz:block"
local ndef = table.copy(minetest.registered_nodes[nodename])
ndef.sunlight_propagates = true
@ -176,7 +177,8 @@ else
stairs.register_stair_and_slab("quartzstair", "quartz:pillar",
{cracky=3, oddly_breakable_by_hand=1},
{"quartz_pillar_top.png", "quartz_pillar_top.png", "quartz_pillar_side.png"},
{"quartz_pillar_top.png", "quartz_pillar_top.png",
"quartz_pillar_side.png"},
S("Quartz Pillar stair"),
S("Quartz Pillar slab"),
default.node_sound_glass_defaults())
@ -190,11 +192,14 @@ if settings:get_bool("ENABLE_HORIZONTAL_PILLAR") then
-- Quartz Pillar (horizontal)
minetest.register_node("quartz:pillar_horizontal", {
description = "Quartz Pillar Horizontal",
tiles = {"quartz_pillar_side.png", "quartz_pillar_side.png", "quartz_pillar_side.png^[transformR90",
"quartz_pillar_side.png^[transformR90", "quartz_pillar_top.png", "quartz_pillar_top.png"},
tiles = {"quartz_pillar_side.png", "quartz_pillar_side.png",
"quartz_pillar_side.png^[transformR90",
"quartz_pillar_side.png^[transformR90", "quartz_pillar_top.png",
"quartz_pillar_top.png"},
paramtype2 = "facedir",
drop = 'quartz:pillar',
groups = {cracky=3, oddly_breakable_by_hand=1, not_in_creative_inventory=1},
groups = {cracky=3, oddly_breakable_by_hand=1,
not_in_creative_inventory=1},
sounds = default.node_sound_glass_defaults(),
})
end