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Slight simplification of on_dig. Also minor fix to generating vines of a certain length.
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@ -51,14 +51,11 @@ local function on_dig(pos, node, player)
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end
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end
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minetest.remove_node(pos)
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minetest.handle_node_drops(pos, {drop_item}, player)
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below_pos = {x = pos.x, y = pos.y - 1, z = pos.z}
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while minetest.get_item_group(minetest.get_node(below_pos).name, "vines") > 0 do
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minetest.remove_node(below_pos)
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minetest.handle_node_drops(below_pos, {drop_item}, player)
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below_pos.y = below_pos.y - 1
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break_pos = {x = pos.x, y = pos.y, z = pos.z}
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while minetest.get_item_group(minetest.get_node(break_pos).name, "vines") > 0 do
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minetest.remove_node(break_pos)
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minetest.handle_node_drops(break_pos, {drop_item}, player)
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break_pos.y = break_pos.y - 1
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end
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end
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@ -85,7 +82,7 @@ vines.register_vine = function( name, defs, biome )
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local spawn_plants = function(pos, fdir)
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local max_length = math.random(defs.average_length)
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local current_length = 0
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local current_length = 1
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while minetest.get_node({ x=pos.x, y=pos.y - 1, z=pos.z }).name == 'air' and current_length < max_length do
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minetest.swap_node(pos, { name = vine_name_middle, param2 = fdir })
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pos.y = pos.y - 1
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