Don't open teleporter menu in completed state
parent
92502d8210
commit
0179b86e10
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@ -22,7 +22,9 @@ minetest.register_node("lzr_teleporter:teleporter", {
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"lzr_teleporter_rear.png",
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},
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on_punch = function(_, _, puncher)
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open_leave_dialog(puncher)
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if lzr_gamestate.get_state() == lzr_gamestate.LEVEL then
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open_leave_dialog(puncher)
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end
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end,
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groups = { breakable = 1, teleporter = 2 },
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sounds = lzr_sounds.node_sound_stone_defaults(),
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@ -39,7 +41,9 @@ minetest.register_node("lzr_teleporter:teleporter_off", {
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"lzr_teleporter_off_rear.png",
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},
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on_punch = function(_, _, puncher)
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open_leave_dialog(puncher)
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if lzr_gamestate.get_state() == lzr_gamestate.LEVEL then
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open_leave_dialog(puncher)
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end
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end,
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groups = { breakable = 1, teleporter = 1 },
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sounds = lzr_sounds.node_sound_stone_defaults(),
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@ -47,7 +51,7 @@ minetest.register_node("lzr_teleporter:teleporter_off", {
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if formname == "lzr_teleporter:level" then
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if lzr_gamestate.get_state() == lzr_gamestate.LEVEL or lzr_gamestate.get_state() == lzr_gamestate.LEVEL_COMPLETE then
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if lzr_gamestate.get_state() == lzr_gamestate.LEVEL then
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if fields.leave then
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lzr_levels.leave_level()
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elseif fields.restart then
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