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[3d_armor] Update
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@ -36,8 +36,9 @@ ARMOR_FIRE_NODES = {
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{"default:lava_source", 5, 4},
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{"default:lava_flowing", 5, 4},
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{"fire:basic_flame", 3, 4},
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{"fire:permanent_flame", 3, 4},
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{"ethereal:crystal_spike", 2, 1},
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{"bakedclay:safe_fire", 2, 1},
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{"ethereal:fire_flower", 2, 1},
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{"default:torch", 1, 1},
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}
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@ -65,19 +66,8 @@ if not minetest.get_modpath("ethereal") then
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ARMOR_MATERIALS.crystal = nil
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end
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-- override hot nodes so they do not hurt player anywhere but mod
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if ARMOR_FIRE_PROTECT == true then
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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if minetest.registered_nodes[row[1]] then
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minetest.override_item(row[1], {damage_per_second = 0})
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end
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end
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end
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local time = 0
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armor = {
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player_hp = {},
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timer = 0,
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elements = {"head", "torso", "legs", "feet"},
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physics = {"jump","speed","gravity"},
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formspec = "size[8,8.5]image[2,0.75;2,4;armor_preview]"
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@ -260,66 +250,8 @@ armor.set_player_armor = function(self, player)
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end
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armor.update_armor = function(self, player)
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local name, player_inv, armor_inv, pos = armor:get_valid_player(player, "[update_armor]")
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if not name then
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return
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end
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local hp = player:get_hp() or 0
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if ARMOR_FIRE_PROTECT == true then
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pos.y = pos.y + 1.4 -- head level
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local node_head = minetest.get_node(pos).name
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pos.y = pos.y - 1.2 -- feet level
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local node_feet = minetest.get_node(pos).name
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-- is player inside a hot node?
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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-- check for fire protection, if not enough then get hurt
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if row[1] == node_head or row[1] == node_feet then
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if hp > 0 and armor.def[name].fire < row[2] then
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hp = hp - row[3] * ARMOR_UPDATE_TIME
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player:set_hp(hp)
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break
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end
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end
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end
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end
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if hp <= 0 or hp == self.player_hp[name] then
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return
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end
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if self.player_hp[name] > hp then
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local heal_max = 0
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local state = 0
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local items = 0
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for i=1, 6 do
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local stack = player_inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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local use = stack:get_definition().groups["armor_use"] or 0
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local heal = stack:get_definition().groups["armor_heal"] or 0
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local item = stack:get_name()
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stack:add_wear(use)
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armor_inv:set_stack("armor", i, stack)
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player_inv:set_stack("armor", i, stack)
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state = state + stack:get_wear()
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items = items + 1
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if stack:get_count() == 0 then
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local desc = minetest.registered_items[item].description
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if desc then
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minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
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end
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self:set_player_armor(player)
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armor:update_inventory(player)
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end
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heal_max = heal_max + heal
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end
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end
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self.def[name].state = state
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self.def[name].count = items
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heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
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if heal_max > math.random(100) then
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player:set_hp(self.player_hp[name])
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return
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end
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end
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self.player_hp[name] = hp
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-- Legacy support: Called when armor levels are changed
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-- Other mods can hook on to this function, see hud mod for example
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end
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armor.get_player_skin = function(self, name)
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@ -541,17 +473,7 @@ minetest.register_on_joinplayer(function(player)
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for i=1, 6 do
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local stack = player_inv:get_stack("armor", i)
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armor_inv:set_stack("armor", i, stack)
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end
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-- Legacy support, import player's armor from old inventory format
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for _,v in pairs(armor.elements) do
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local list = "armor_"..v
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armor_inv:add_item("armor", player_inv:get_stack(list, 1))
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player_inv:set_stack(list, 1, nil)
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end
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-- TODO Remove this on the next version upate
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armor.player_hp[name] = 0
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end
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armor.def[name] = {
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state = 0,
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count = 0,
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@ -576,7 +498,7 @@ minetest.register_on_joinplayer(function(player)
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elseif skin_mod == "simple_skins" then
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local skin = skins.skins[name]
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if skin then
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armor.textures[name].skin = skin..".png"
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armor.textures[name].skin = skin..".png"
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end
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elseif skin_mod == "u_skins" then
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local skin = u_skins.u_skins[name]
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@ -622,6 +544,7 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
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local drop = {}
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for i=1, player_inv:get_size("armor") do
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local stack = armor_inv:get_stack("armor", i)
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-- Modification for MFF
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if stack:get_count() > 0 and (not pclasses.data.reserved_items[armor_inv:get_stack("armor", i):get_name()] or
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not pclasses.api.util.can_have_item(name, armor_inv:get_stack("armor", i):get_name())) then
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table.insert(drop, stack)
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@ -641,6 +564,7 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
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if ARMOR_DESTROY == false then
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minetest.after(ARMOR_BONES_DELAY, function()
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local node = minetest.get_node(vector.round(pos))
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-- Modification for MFF
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if node and node.name == "bones:bones" then
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local meta = minetest.get_meta(vector.round(pos))
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local owner = meta:get_string("owner")
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@ -662,12 +586,81 @@ if ARMOR_DROP == true or ARMOR_DESTROY == true then
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end)
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end
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local function tick()
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for _,player in ipairs(minetest.get_connected_players()) do
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minetest.register_on_player_hpchange(function(player, hp_change)
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local name, player_inv, armor_inv = armor:get_valid_player(player, "[on_hpchange]")
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if name and hp_change < 0 then
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local heal_max = 0
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local state = 0
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local items = 0
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for i=1, 6 do
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local stack = player_inv:get_stack("armor", i)
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if stack:get_count() > 0 then
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local use = stack:get_definition().groups["armor_use"] or 0
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local heal = stack:get_definition().groups["armor_heal"] or 0
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local item = stack:get_name()
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stack:add_wear(use)
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armor_inv:set_stack("armor", i, stack)
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player_inv:set_stack("armor", i, stack)
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state = state + stack:get_wear()
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items = items + 1
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if stack:get_count() == 0 then
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local desc = minetest.registered_items[item].description
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if desc then
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minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
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end
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armor:set_player_armor(player)
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armor:update_inventory(player)
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end
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heal_max = heal_max + heal
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end
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end
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armor.def[name].state = state
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armor.def[name].count = items
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heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
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if heal_max > math.random(100) then
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hp_change = 0
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end
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armor:update_armor(player)
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end
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minetest.after(ARMOR_UPDATE_TIME, tick)
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return hp_change
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end, true)
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-- Fire Protection, added by TenPlus1
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if ARMOR_FIRE_PROTECT == true then
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-- override hot nodes so they do not hurt player anywhere but mod
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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if minetest.registered_nodes[row[1]] then
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minetest.override_item(row[1], {damage_per_second = 0})
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end
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end
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minetest.register_globalstep(function(dtime)
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armor.timer = armor.timer + dtime
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if armor.timer > ARMOR_UPDATE_TIME then
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for _,player in ipairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local pos = player:getpos()
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local hp = player:get_hp()
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if name and pos and hp then
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pos.y = pos.y + 1.4 -- head level
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local node_head = minetest.get_node(pos).name
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pos.y = pos.y - 1.2 -- feet level
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local node_feet = minetest.get_node(pos).name
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-- is player inside a hot node?
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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-- check fire protection, if not enough then get hurt
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if row[1] == node_head or row[1] == node_feet then
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if hp > 0 and armor.def[name].fire < row[2] then
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hp = hp - row[3] * ARMOR_UPDATE_TIME
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player:set_hp(hp)
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break
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end
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end
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end
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end
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end
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armor.timer = 0
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end
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end)
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end
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tick()
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