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mirror of https://github.com/Splizard/minetest-mod-snow.git synced 2025-06-30 23:30:22 +02:00

remove whitespaces: for i in */*.lua; do sed -i 's/[ \t]*$//' workers/init.lua ; done

This commit is contained in:
HybridDog
2015-05-29 12:11:17 +02:00
parent d2e7ce77ba
commit 819f2d6cfb
12 changed files with 105 additions and 105 deletions

View File

@ -3,7 +3,7 @@
--============
-- Snowballs were destroying nodes if the snowballs landed just right.
-- Quite a bit of trial-and-error learning here and it boiled down to a
-- Quite a bit of trial-and-error learning here and it boiled down to a
-- small handful of code lines making the difference. ~ LazyJ
local snowball_GRAVITY=9
@ -47,20 +47,20 @@ snow_snowball_ENTITY.on_step = function(self, dtime)
local findwhatisabove = minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name
-- If the node above is air, then it's OK to go on to the next step. ~ LazyJ, 2014_04_08
if findwhatisabove == "air" then
-- If the node where the snow is going is anything except air, then it's OK to put
-- the snow on it. ~ Original line of code by Splizard, comment by LazyJ so I can
-- If the node where the snow is going is anything except air, then it's OK to put
-- the snow on it. ~ Original line of code by Splizard, comment by LazyJ so I can
-- keep track of what this code does. ~ LazyJ, 2014_04_07
if node.name ~= "air" then
snow.place(pos) -- this is the original code, I replaced it with
-- minetest.place_node and bumped the y position up by 2 (make the snow drop
snow.place(pos) -- this is the original code, I replaced it with
-- minetest.place_node and bumped the y position up by 2 (make the snow drop
-- from a node above and pile up). ~ LazyJ, 2014_04_07
--minetest.place_node({x=pos.x, y=pos.y+2, z=pos.z}, {name="default:snow"})
self.object:remove()
end
else -- If findwhatisabove is not equal to "air" then cancel the snowball
end
else -- If findwhatisabove is not equal to "air" then cancel the snowball
-- with self.object:remove() ~ LazyJ, 2014_04_08
self.object:remove()
end
end
end
self.lastpos = vector.new(pos)
end
@ -73,8 +73,8 @@ minetest.register_entity("snow:snowball_entity", snow_snowball_ENTITY)
-- Snowball and Default Snowball Merged
-- They both look the same, they do basically the same thing (except one is a leftclick throw
-- and the other is a rightclick drop),... Why not combine snow:snowball with default:snow and
-- They both look the same, they do basically the same thing (except one is a leftclick throw
-- and the other is a rightclick drop),... Why not combine snow:snowball with default:snow and
-- benefit from both? ~ LazyJ, 2014_04_08
--[[ Save this for reference and occasionally compare to the default code for any updates.
@ -184,15 +184,15 @@ minetest.override_item("default:snow", {
local under = pointed_thing.under
local oldnode_under = minetest.get_node_or_nil(under)
local above = pointed_thing.above
if not oldnode_under
or not above then
return
end
local olddef_under = ItemStack({name=oldnode_under.name}):get_definition()
olddef_under = olddef_under or minetest.nodedef_default
local place_to
-- If node under is buildable_to, place into it instead (eg. snow)
if olddef_under.buildable_to then
@ -201,24 +201,24 @@ minetest.override_item("default:snow", {
-- Place above pointed node
place_to = above
end
local level = minetest.get_node_level(place_to)
if level == 63 then
minetest.set_node(place_to, {name="default:snowblock"})
else
minetest.set_node_level(place_to, level+7)
end
if minetest.get_node(place_to).name ~= "default:snow" then
local itemstack, placed = minetest.item_place_node(itemstack, placer, pointed_thing)
return itemstack, placed
end
itemstack:take_item()
return itemstack
end,
on_use = snow_shoot_snowball -- This line is from the 'Snow' mod,
on_use = snow_shoot_snowball -- This line is from the 'Snow' mod,
-- the reset is default Minetest. ~ LazyJ
})
@ -231,16 +231,16 @@ On servers where buckets are disabled, snow and ice stuff is used to set water f
water stuff like fountains, pools, ponds, ect.. It is a common practice to set a default torch on
the snow placed where the players want water to be.
If you place a default torch *on* default snow to melt it, instead of melting the snow is
*replaced* by the torch. Using "buildable_to = false" would fix this but then the snow would no
If you place a default torch *on* default snow to melt it, instead of melting the snow is
*replaced* by the torch. Using "buildable_to = false" would fix this but then the snow would no
longer pile-up in layers; the snow would stack like thin shelves in a vertical column.
I tinkered with the default torch's code (see below) to check for snow at the position and one
node above (layered snow logs as the next y position above) but default snow's
"buildable_to = true" always happened first. An interesting exercise to better learn how Minetest
works, but otherwise not worth it. If you set a regular torch near snow, the snow will melt
and disappear leaving you with nearly the same end result anyway. I say "nearly the same"
because if you set a default torch on layered snow, the torch will replace the snow and be
I tinkered with the default torch's code (see below) to check for snow at the position and one
node above (layered snow logs as the next y position above) but default snow's
"buildable_to = true" always happened first. An interesting exercise to better learn how Minetest
works, but otherwise not worth it. If you set a regular torch near snow, the snow will melt
and disappear leaving you with nearly the same end result anyway. I say "nearly the same"
because if you set a default torch on layered snow, the torch will replace the snow and be
lit on the ground. If you were able to set a default torch *on* layered snow, the snow would
melt and the torch would become a dropped item.
@ -256,7 +256,7 @@ local can_place_torch_on_top = function(pos)
or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow" then
minetest.override_item("default:snow", {buildable_to = false,})
end
end
end
--]]