diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 4427e26d8..6e7a1de68 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -1231,9 +1231,8 @@ Another example: Make red wool from white wool and red dye: * `0` is something that is directly accessible at the start of gameplay * There is no upper limit * `dig_immediate`: (player can always pick up node without tool wear) - * `2`: node is removed without tool wear after 0.5 seconds or so - (rail, sign) - * `3`: node is removed without tool wear immediately (torch) + * `2`: node is removed without tool wear after 0.5 seconds (rail, sign) + * `3`: node is removed without tool wear after 0.15 seconds (torch) * `disable_jump`: Player (and possibly other things) cannot jump from node * `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)` * `bouncy`: value is bounce speed in percent diff --git a/src/game.cpp b/src/game.cpp index 198baeca3..bcf378e4e 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -3888,13 +3888,6 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos, if (runData.nodig_delay_timer > 0.3) runData.nodig_delay_timer = 0.3; - // We want a slight delay to very little - // time consuming nodes - const float mindelay = 0.15; - - if (runData.nodig_delay_timer < mindelay) - runData.nodig_delay_timer = mindelay; - bool is_valid_position; MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position); if (is_valid_position) { diff --git a/src/tool.cpp b/src/tool.cpp index 1877a1cf8..105102dd5 100644 --- a/src/tool.cpp +++ b/src/tool.cpp @@ -98,7 +98,7 @@ DigParams getDigParams(const ItemGroupList &groups, return DigParams(true, 0.5, 0, "dig_immediate"); case 3: //infostream<<"dig_immediate=3"<