Rename on_punch callback to avoid potential conflict with nodes

This commit is contained in:
stujones11 2017-04-21 18:33:30 +01:00
parent a11b3302e1
commit 1af0bb60f8
3 changed files with 6 additions and 6 deletions

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@ -90,7 +90,7 @@ Additional fields supported by 3d_armor:
on_unequip = <function> on_unequip = <function>
on_destroy = <function> on_destroy = <function>
on_damage = <function> on_damage = <function>
on_punch = <function> on_punched = <function>
armor:register_armor_group(group, base) armor:register_armor_group(group, base)
@ -163,11 +163,11 @@ on_equip = func(player, index, stack)
on_unequip = func(player, index, stack) on_unequip = func(player, index, stack)
on_destroy = func(player, index, stack) on_destroy = func(player, index, stack)
on_damage = func(player, index, stack) on_damage = func(player, index, stack)
on_punch = func(player, hitter, time_from_last_punch, tool_capabilities) on_punched = func(player, hitter, time_from_last_punch, tool_capabilities)
Notes: Notes:
`on_punch` is called every time a player is punched or takes damage, `hitter`, `on_punched` is called every time a player is punched or takes damage, `hitter`,
`time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the `time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the
case of fall damage, etc. When fire protection is enabled, hitter == "fire" case of fall damage, etc. When fire protection is enabled, hitter == "fire"
in the event of fire damage. Return `false` to override armor damage effects. in the event of fire damage. Return `false` to override armor damage effects.

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@ -305,8 +305,8 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
local use = minetest.get_item_group(name, "armor_use") or 0 local use = minetest.get_item_group(name, "armor_use") or 0
local damage = use > 0 local damage = use > 0
local def = stack:get_definition() or {} local def = stack:get_definition() or {}
if type(def.on_punch) == "function" then if type(def.on_punched) == "function" then
damage = def.on_punch(player, hitter, time_from_last_punch, damage = def.on_punched(player, hitter, time_from_last_punch,
tool_capabilities) ~= false and damage == true tool_capabilities) ~= false and damage == true
end end
if damage == true and tool_capabilities then if damage == true and tool_capabilities then

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@ -29,7 +29,7 @@ armor:register_armor("shields:shield_admin", {
description = S("Admin Shield"), description = S("Admin Shield"),
inventory_image = "shields_inv_shield_admin.png", inventory_image = "shields_inv_shield_admin.png",
groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1}, groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1},
on_punch = function(player, hitter, time_from_last_punch, tool_capabilities) on_punched = function(player, hitter, time_from_last_punch, tool_capabilities)
if type(hitter) == "userdata" then if type(hitter) == "userdata" then
if hitter:is_player() then if hitter:is_player() then
hitter:set_wielded_item("") hitter:set_wielded_item("")