forked from minetest/minetest_game
Flint & steel sounds: Fix bugs caused by nil position
Usage and tool break sounds were played at 'pointed_thing.above' which can be nil if not pointing at anything or at an entity. This caused sounds to be played to all players on a server non-positionally. Fallback to player pos for sounds if 'pointed_thing.above' is nil. Replace 'pt' variable with 'pointed_thing' in 'register_tool'.
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@ -80,27 +80,27 @@ minetest.register_tool("fire:flint_and_steel", {
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sound = {breaks = "default_tool_breaks"},
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on_use = function(itemstack, user, pointed_thing)
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local pt = pointed_thing
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local sound_pos = pointed_thing.above or user:get_pos()
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minetest.sound_play(
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"fire_flint_and_steel",
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{pos = pt.above, gain = 0.5, max_hear_distance = 8}
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{pos = sound_pos, gain = 0.5, max_hear_distance = 8}
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)
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if pt.type == "node" then
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local node_under = minetest.get_node(pt.under).name
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if pointed_thing.type == "node" then
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local node_under = minetest.get_node(pointed_thing.under).name
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local nodedef = minetest.registered_nodes[node_under]
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if not nodedef then
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return
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end
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local player_name = user:get_player_name()
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if minetest.is_protected(pt.under, player_name) then
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if minetest.is_protected(pointed_thing.under, player_name) then
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minetest.chat_send_player(player_name, "This area is protected")
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return
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end
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if nodedef.on_ignite then
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nodedef.on_ignite(pt.under, user)
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nodedef.on_ignite(pointed_thing.under, user)
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elseif minetest.get_item_group(node_under, "flammable") >= 1
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and minetest.get_node(pt.above).name == "air" then
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minetest.set_node(pt.above, {name = "fire:basic_flame"})
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and minetest.get_node(pointed_thing.above).name == "air" then
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minetest.set_node(pointed_thing.above, {name = "fire:basic_flame"})
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end
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end
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if not minetest.setting_getbool("creative_mode") then
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@ -109,7 +109,7 @@ minetest.register_tool("fire:flint_and_steel", {
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itemstack:add_wear(1000)
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-- Tool break sound
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if itemstack:get_count() == 0 and wdef.sound and wdef.sound.breaks then
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minetest.sound_play(wdef.sound.breaks, {pos = pt.above, gain = 0.5})
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minetest.sound_play(wdef.sound.breaks, {pos = sound_pos, gain = 0.5})
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end
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return itemstack
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end
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