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TNT: Add explode_center flag
Add 'explode_centre' flag which when false explodes as normal and when true runs on_blast on centre node as well as dropping items.
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@ -309,7 +309,8 @@ TNT API
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^ Create an explosion.
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* `position` The center of explosion.
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* `definition` The TNT definion as passed to `tnt.register`
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* `definition` The TNT definion as passed to `tnt.register` with the following addition:
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* `explode_center` false by default which removes TNT node on blast, when true will explode center node.
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`tnt.burn(position, [nodename])`
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@ -208,6 +208,7 @@ local function add_effects(pos, radius, drops)
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collisiondetection = false,
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vertical = false,
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texture = "tnt_boom.png",
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glow = 15,
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})
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minetest.add_particlespawner({
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amount = 64,
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@ -272,7 +273,7 @@ function tnt.burn(pos, nodename)
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end
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end
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local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast, owner)
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local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast, owner, explode_center)
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pos = vector.round(pos)
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-- scan for adjacent TNT nodes first, and enlarge the explosion
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local vm1 = VoxelManip()
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@ -286,6 +287,10 @@ local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast, owne
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local c_tnt_burning = minetest.get_content_id("tnt:tnt_burning")
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local c_tnt_boom = minetest.get_content_id("tnt:boom")
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local c_air = minetest.get_content_id("air")
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-- make sure we still have explosion even when centre node isnt tnt related
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if explode_center then
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count = 1
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end
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for z = pos.z - 2, pos.z + 2 do
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for y = pos.y - 2, pos.y + 2 do
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@ -384,10 +389,12 @@ end
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function tnt.boom(pos, def)
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local meta = minetest.get_meta(pos)
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local owner = meta:get_string("owner")
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if not def.explode_center then
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minetest.set_node(pos, {name = "tnt:boom"})
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end
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minetest.sound_play("tnt_explode", {pos = pos, gain = 1.5, max_hear_distance = 2*64})
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minetest.set_node(pos, {name = "tnt:boom"})
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local drops, radius = tnt_explode(pos, def.radius, def.ignore_protection,
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def.ignore_on_blast, owner)
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def.ignore_on_blast, owner, def.explode_center)
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-- append entity drops
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local damage_radius = (radius / def.radius) * def.damage_radius
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entity_physics(pos, damage_radius, drops)
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