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Fix get_node vs get_node_or_nil usage

This commit is contained in:
HybridDog 2018-08-15 16:52:04 +02:00
parent 5925dc5606
commit 020ab700ff

View File

@ -58,17 +58,17 @@ end
-- returns nodename if area is generated, else calls generation function -- returns nodename if area is generated, else calls generation function
local function generated_or_generate(pos) local function generated_or_generate(pos)
local name = minetest.get_node(pos).name local node = minetest.get_node_or_nil(pos)
if name ~= "ignore" then if node then
return name return node.name
end end
minetest.get_voxel_manip():read_from_map(pos, pos) minetest.get_voxel_manip():read_from_map(pos, pos)
name = minetest.get_node_or_nil(pos) node = minetest.get_node_or_nil(pos)
if not name then if not node then
minetest.emerge_area(vector.subtract(pos, 80), vector.add(pos, 80)) minetest.emerge_area(vector.subtract(pos, 80), vector.add(pos, 80))
return false return false
end end
return name.name return node.name
end end
-- where the player appears after dying -- where the player appears after dying