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better creative mode checks, fix crash when digging walls in MCL
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@ -1,3 +1,5 @@
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The DF_Caverns modpack was originally written based on the minetest_game. It made extensive use of various nodes and helper functions that came from minetest_game's constituent mods.
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When Mineclone games rose in popularity, the task of making it compatible was a daunting one - there were dependencies on minetest_game's mods scattered everywhere. To make the task manageable, I created this mod to serve as a central location where analogous objects could be taken from those games to be referenced in a generic way.
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When Mineclone games rose in popularity, the task of making it compatible was a daunting one - there were dependencies on minetest_game's mods scattered everywhere. To make the task manageable, I created this mod to serve as a central location where analogous objects could be taken from those games to be referenced in a generic way.
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This requires abusing the "dependencies" system of Minetest, unfortunately. This mod is an enormous collection of either/or dependencies - things that can come from either mod A or mod B, but must come from one of them.
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@ -167,7 +167,7 @@ local place_seed = function(itemstack, placer, pointed_thing, plantname)
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end
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end
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if not minetest.settings:get_bool("creative_mode", false) then
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if not minetest.is_creative_enabled(placer:get_player_name()) then
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itemstack:take_item()
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end
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return itemstack
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@ -77,7 +77,7 @@ local plump_helmet_on_place = function(itemstack, placer, pointed_thing, plantn
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end
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end
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if not minetest.settings:get_bool("creative_mode", false) then
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if not minetest.is_creative_enabled(placer:get_player_name()) then
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itemstack:take_item()
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end
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return itemstack
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@ -59,7 +59,7 @@ df_mapitems.place_against_surface = function(itemstack, placer, pointed_thing)
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end
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-- add the node and remove 1 item from the itemstack
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minetest.add_node(above_pos, {name = itemstack:get_name(), param2 = param2})
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if not minetest.settings:get_bool("creative_mode", false) and not minetest.check_player_privs(placer, "creative") then
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if not minetest.is_creative_enabled(placer:get_player_name()) then
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itemstack:take_item()
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end
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return itemstack
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@ -70,7 +70,7 @@ local stem_on_place = function(itemstack, placer, pointed_thing)
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end
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end
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if (not minetest.settings:get_bool("creative_mode", false)) and take_item then
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if not minetest.is_creative_enabled(placer:get_player_name()) and take_item then
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itemstack:take_item()
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end
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return itemstack
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@ -71,7 +71,7 @@ local stal_on_place = function(itemstack, placer, pointed_thing)
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end
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end
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if (not minetest.settings:get_bool("creative_mode", false)) and take_item then
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if not minetest.is_creative_enabled(placer:get_player_name()) and take_item then
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itemstack:take_item()
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end
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return itemstack
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@ -47,7 +47,7 @@ local punch_fix = function(pos, node, puncher, pointed_thing)
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if wielded:get_name() == mese_crystal_node then
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minetest.set_node(pos, {name="df_underworld_items:ancient_lantern_slade"})
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minetest.get_node_timer(pos):stop()
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if not (creative and creative.is_enabled_for and creative.is_enabled_for(puncher:get_player_name())) then
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if not minetest.is_creative_enabled(puncher:get_player_name()) then
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wielded:take_item()
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puncher:set_wielded_item(wielded)
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end
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@ -57,7 +57,9 @@ if invulnerable then
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end
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minetest.register_node("df_underworld_items:slade_brick", slade_brick_def)
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local slade_wall_groups = {wall=1}
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-- can't use "wall=1" because MCL has special handling for nodes in that group that explodes if it tries handling this one.
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-- fortunately minetest_game walls also connect to group fence, so this should be fine.
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local slade_wall_groups = {fence=1}
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for key, val in pairs(slade_groups) do
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slade_wall_groups[key]=val
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end
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@ -1,5 +1,15 @@
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looped_node_sound = {}
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--looped_node_sound.register({
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-- node_list = {},
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-- sound = <SimpleSoundSpec>,
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-- radius = ,
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-- cycle_time =,
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-- gain_per_node =,
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-- max_gain =,
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-- max_hear_distance =,
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--})
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looped_node_sound.register = function(def)
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local handles = {}
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local timer = 0
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