Reverse order of stack and index in callbacks for consistency

This commit is contained in:
stujones11
2017-04-15 20:37:32 +01:00
parent a2ec13e28d
commit 99bc8cf2d3
4 changed files with 39 additions and 39 deletions

View File

@ -50,10 +50,10 @@ if armor.materials.wood then
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=1},
reciprocate_damage = true,
on_damage = function(player, stack, index)
on_damage = function(player, index, stack)
play_sound_effect(player, "default_wood_footstep")
end,
on_destroy = function(player, stack, index)
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_wood_footstep")
end,
})
@ -64,10 +64,10 @@ if armor.materials.wood then
armor_groups = {fleshy=8},
damage_groups = {cracky=3, snappy=2, choppy=3, crumbly=2, level=2},
reciprocate_damage = true,
on_damage = function(player, stack, index)
on_damage = function(player, index, stack)
play_sound_effect(player, "default_dig_metal")
end,
on_destroy = function(player, stack, index)
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_dug_metal")
end,
})
@ -89,10 +89,10 @@ if armor.materials.cactus then
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
reciprocate_damage = true,
on_damage = function(player, stack, index)
on_damage = function(player, index, stack)
play_sound_effect(player, "default_wood_footstep")
end,
on_destroy = function(player, stack, index)
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_wood_footstep")
end,
})
@ -103,10 +103,10 @@ if armor.materials.cactus then
armor_groups = {fleshy=8},
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=2},
reciprocate_damage = true,
on_damage = function(player, stack, index)
on_damage = function(player, index, stack)
play_sound_effect(player, "default_dig_metal")
end,
on_destroy = function(player, stack, index)
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_dug_metal")
end,
})
@ -129,10 +129,10 @@ if armor.materials.steel then
armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
reciprocate_damage = true,
on_damage = function(player, stack, index)
on_damage = function(player, index, stack)
play_sound_effect(player, "default_dig_metal")
end,
on_destroy = function(player, stack, index)
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_dug_metal")
end,
})
@ -147,10 +147,10 @@ if armor.materials.bronze then
armor_groups = {fleshy=10},
damage_groups = {cracky=2, snappy=3, choppy=2, crumbly=1, level=2},
reciprocate_damage = true,
on_damage = function(player, stack, index)
on_damage = function(player, index, stack)
play_sound_effect(player, "default_dig_metal")
end,
on_destroy = function(player, stack, index)
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_dug_metal")
end,
})
@ -164,10 +164,10 @@ if armor.materials.diamond then
armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=1, choppy=1, level=3},
reciprocate_damage = true,
on_damage = function(player, stack, index)
on_damage = function(player, index, stack)
play_sound_effect(player, "default_glass_footstep")
end,
on_destroy = function(player, stack, index)
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_break_glass")
end,
})
@ -182,10 +182,10 @@ if armor.materials.gold then
armor_groups = {fleshy=10},
damage_groups = {cracky=1, snappy=2, choppy=2, crumbly=3, level=2},
reciprocate_damage = true,
on_damage = function(player, stack, index)
on_damage = function(player, index, stack)
play_sound_effect(player, "default_dig_metal")
end,
on_destroy = function(player, stack, index)
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_dug_metal")
end,
})
@ -199,10 +199,10 @@ if armor.materials.mithril then
armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=1, level=3},
reciprocate_damage = true,
on_damage = function(player, stack, index)
on_damage = function(player, index, stack)
play_sound_effect(player, "default_glass_footstep")
end,
on_destroy = function(player, stack, index)
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_break_glass")
end,
})
@ -216,10 +216,10 @@ if armor.materials.crystal then
armor_groups = {fleshy=15},
damage_groups = {cracky=2, snappy=1, level=3},
reciprocate_damage = true,
on_damage = function(player, stack, index)
on_damage = function(player, index, stack)
play_sound_effect(player, "default_glass_footstep")
end,
on_destroy = function(player, stack, index)
on_destroy = function(player, index, stack)
play_sound_effect(player, "default_break_glass")
end,
})