Remove sound argument from tnt.explode, update API
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@ -16,13 +16,14 @@ Note: The `igniter` is only used for logging purposes.
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## `tnt.boom(pos, radius, sound)`
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## `tnt.boom(pos, radius, sound)`
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High-level TNT explosion.
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Blows up a TNT node.
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Immediately blows up a TNT node at `pos`,
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This will remove the TNT node, cause an explosion at `pos`,
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removes nodes, drops items, damages entities, spawns particles.
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removes nodes around it, drops items, damages entities, spawns particles
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and plays a sound effect.
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Parameters:
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Parameters:
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* `pos`: Position of TNT node. The TNT node is required!
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* `pos`: Position of the TNT node. The TNT node is required!
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* `radius`: Explosion radius (default: read from `tnt_radius` setting)
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* `radius`: Explosion radius (default: read from `tnt_radius` setting)
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* `sound`: Sound name for explosion (default: `tnt_explode`)
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* `sound`: Sound name for explosion (default: `tnt_explode`)
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@ -30,8 +31,8 @@ Parameters:
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## `tnt.boom_notnt(pos, radius, sound, remove_nodes)`
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## `tnt.boom_notnt(pos, radius, sound, remove_nodes)`
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High-level explosion.
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Does an explosion.
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Same as `tnt.boom` but works at any position. No TNT required.
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Same as `tnt.boom` but works for non-TNT nodes as well. No TNT required.
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Parameters:
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Parameters:
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@ -41,14 +42,12 @@ Parameters:
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* `remove_nodes`: If true, will remove nodes, otherwise won't. (default: false)
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* `remove_nodes`: If true, will remove nodes, otherwise won't. (default: false)
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## `tnt.explode(pos, radius, sound)`
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## `tnt.explode(pos, radius)`
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Low-level explosion.
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Low-level explosion.
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Immediately removes and drops nodes at `pos`
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Does a "raw" explosion that only removes nodes and drops items.
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with a radius `radius` and plays a `sound`.
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There are no particle effects, sounds, entity damage or anything else.
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There are no particle effects nor is ther entity damage or
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Useful if you want to customize the explosion effects.
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anything else.
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* `pos`: Center of the explosion
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* `pos`: Center of the explosion
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* `radius`: Explosion radius
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* `radius`: Explosion radius (NO default value!)
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* `sound`: Explosion sound (NOT optional)
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@ -208,9 +208,7 @@ end
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-- TNT ground removal
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-- TNT ground removal
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function tnt.explode(pos, radius, sound)
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function tnt.explode(pos, radius)
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play_tnt_sound(pos, sound)
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local pos = vector.round(pos)
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local pos = vector.round(pos)
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local vm = VoxelManip()
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local vm = VoxelManip()
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local pr = PseudoRandom(os.time())
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local pr = PseudoRandom(os.time())
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@ -259,6 +257,7 @@ local function rawboom(pos, radius, sound, remove_nodes, is_tnt)
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end
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end
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if remove_nodes then
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if remove_nodes then
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local drops = tnt.explode(pos, tnt_radius, sound)
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local drops = tnt.explode(pos, tnt_radius, sound)
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play_tnt_sound(pos, sound)
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if is_tnt then
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if is_tnt then
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minetest.log("action", "[rp_tnt] TNT exploded at "..minetest.pos_to_string(pos, 0))
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minetest.log("action", "[rp_tnt] TNT exploded at "..minetest.pos_to_string(pos, 0))
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else
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else
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