tnt works only with grantet priv - removed mesecons temporally

This commit is contained in:
Milan Ihl 2015-12-02 10:43:05 +01:00
parent 88d591ae01
commit 4330e88e1d

View File

@ -1,11 +1,14 @@
-- TNT will need privilege!
core.register_privilege("trusted_player", "special grantings, used for tnt for example")
---We want to use it on server, so this is commented
-- Default to enabled in singleplayer and disabled in multiplayer
--local singleplayer = minetest.is_singleplayer()
--local setting = minetest.setting_getbool("enable_tnt")
--if (not singleplayer and setting ~= true) or
-- (singleplayer and setting == false) then
-- return
--end
-- local singleplayer = minetest.is_singleplayer()
-- local setting = minetest.setting_getbool("enable_tnt")
-- if (not singleplayer and setting ~= true) or
-- (singleplayer and setting == false) then
-- return
-- end
-- loss probabilities array (one in X will be lost)
local loss_prob = {}
@ -216,19 +219,21 @@ minetest.register_node("tnt:tnt", {
description = "TNT",
tiles = {"tnt_top.png", "tnt_bottom.png", "tnt_side.png"},
is_ground_content = false,
groups = {dig_immediate=2, mesecon=2},
groups = {dig_immediate=2},
sounds = default.node_sound_wood_defaults(),
on_punch = function(pos, node, puncher)
if puncher:get_wielded_item():get_name() == "default:torch" then
minetest.sound_play("tnt_ignite", {pos=pos})
minetest.set_node(pos, {name="tnt:tnt_burning"})
minetest.get_node_timer(pos):start(4)
if(minetest.check_player_privs(puncher:get_player_name(), {trusted_player=true})) then
minetest.sound_play("tnt_ignite", {pos=pos})
minetest.set_node(pos, {name="tnt:tnt_burning"})
minetest.get_node_timer(pos):start(4)
end
end
end,
on_blast = function(pos, intensity)
burn(pos)
end,
mesecons = {effector = {action_on = boom}},
--mesecons = {effector = {action_on = boom}},
})
minetest.register_node("tnt:tnt_burning", {
@ -283,9 +288,11 @@ minetest.register_node("tnt:gunpowder", {
sounds = default.node_sound_leaves_defaults(),
on_punch = function(pos, node, puncher)
if puncher:get_wielded_item():get_name() == "default:torch" then
burn(pos)
if puncher:get_wielded_item():get_name() == "default:torch" then
if(minetest.check_player_privs(puncher:get_player_name(), {trusted_player=true})) then
burn(pos)
end
end
end,
on_blast = function(pos, intensity)
burn(pos)