forked from mtcontrib/3d_armor
Reverse order of stack and index in callbacks for consistency
This commit is contained in:
@ -50,10 +50,10 @@ if armor.materials.wood then
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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})
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@ -64,10 +64,10 @@ if armor.materials.wood then
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armor_groups = {fleshy=8},
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damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=2},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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@ -89,10 +89,10 @@ if armor.materials.cactus then
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armor_groups = {fleshy=5},
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damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_wood_footstep")
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end,
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})
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@ -103,10 +103,10 @@ if armor.materials.cactus then
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armor_groups = {fleshy=8},
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damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=2},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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@ -129,10 +129,10 @@ if armor.materials.steel then
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armor_groups = {fleshy=10},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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@ -147,10 +147,10 @@ if armor.materials.bronze then
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armor_groups = {fleshy=10},
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damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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@ -164,10 +164,10 @@ if armor.materials.diamond then
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armor_groups = {fleshy=15},
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damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_glass_footstep")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_break_glass")
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end,
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})
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@ -182,10 +182,10 @@ if armor.materials.gold then
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armor_groups = {fleshy=10},
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damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_dig_metal")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_dug_metal")
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end,
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})
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@ -199,10 +199,10 @@ if armor.materials.mithril then
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armor_groups = {fleshy=15},
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damage_groups = {cracky=2, snappy=1, level=3},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_glass_footstep")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_break_glass")
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end,
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})
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@ -216,10 +216,10 @@ if armor.materials.crystal then
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armor_groups = {fleshy=15},
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damage_groups = {cracky=2, snappy=1, level=3},
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reciprocate_damage = true,
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on_damage = function(player, stack, index)
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on_damage = function(player, index, stack)
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play_sound_effect(player, "default_glass_footstep")
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end,
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on_destroy = function(player, stack, index)
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on_destroy = function(player, index, stack)
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play_sound_effect(player, "default_break_glass")
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end,
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})
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