Don't open teleporter menu in completed state

master
Wuzzy 2022-02-11 03:28:57 +01:00
parent 92502d8210
commit 0179b86e10
1 changed files with 7 additions and 3 deletions

View File

@ -22,7 +22,9 @@ minetest.register_node("lzr_teleporter:teleporter", {
"lzr_teleporter_rear.png",
},
on_punch = function(_, _, puncher)
open_leave_dialog(puncher)
if lzr_gamestate.get_state() == lzr_gamestate.LEVEL then
open_leave_dialog(puncher)
end
end,
groups = { breakable = 1, teleporter = 2 },
sounds = lzr_sounds.node_sound_stone_defaults(),
@ -39,7 +41,9 @@ minetest.register_node("lzr_teleporter:teleporter_off", {
"lzr_teleporter_off_rear.png",
},
on_punch = function(_, _, puncher)
open_leave_dialog(puncher)
if lzr_gamestate.get_state() == lzr_gamestate.LEVEL then
open_leave_dialog(puncher)
end
end,
groups = { breakable = 1, teleporter = 1 },
sounds = lzr_sounds.node_sound_stone_defaults(),
@ -47,7 +51,7 @@ minetest.register_node("lzr_teleporter:teleporter_off", {
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "lzr_teleporter:level" then
if lzr_gamestate.get_state() == lzr_gamestate.LEVEL or lzr_gamestate.get_state() == lzr_gamestate.LEVEL_COMPLETE then
if lzr_gamestate.get_state() == lzr_gamestate.LEVEL then
if fields.leave then
lzr_levels.leave_level()
elseif fields.restart then