drop on die and respawn fixes

master
Martin Doege 2015-04-09 21:49:12 +02:00
parent 9a973267de
commit 068ebcc80e
2 changed files with 1 additions and 48 deletions

View File

@ -17,7 +17,7 @@ local drop = function(pos, itemstack)
return itemstack
end
if minetest.setting_get("keepInventory") == false then
if not (minetest.setting_get("keepInventory") == true) then
minetest.register_on_dieplayer(function(player)
if minetest.setting_getbool("creative_mode") then

View File

@ -1,47 +0,0 @@
local function spawnplayer(player)
if( minetest.setting_get("static_spawnpoint")) then
return;
end
-- make sure the village types are initialized
if( not( mg_villages.village_types )) then
mg_villages.init_weights();
end
local noise1 = minetest.get_perlin(12345, 6, 0.5, 256)
local min_dist = math.huge
local min_pos = {x = 0, y = 3, z = 0}
for bx = -20, 20 do
for bz = -20, 20 do
local minp = {x = -32 + 80 * bx, y = -32, z = -32 + 80 * bz}
for _, village in ipairs(mg_villages.villages_at_point(minp, noise1)) do
if math.abs(village.vx) + math.abs(village.vz) < min_dist then
min_pos = {x = village.vx, y = village.vh + 2, z = village.vz}
-- some villages are later adjusted in height; adapt these changes
local village_id = tostring( village.vx )..':'..tostring( village.vz );
if( mg_villages.all_villages[ village_id ]
and mg_villages.all_villages[ village_id ].optimal_height ) then
min_pos.y = mg_villages.all_villages[ village_id ].vh + 2;
-- the first villages will have a height of 1 in order to make sure that the player does not end up embedded in stone
else
min_pos.y = 1+2;
end
min_dist = math.abs(village.vx) + math.abs(village.vz)
end
end
end
end
player:setpos(min_pos)
end
minetest.register_on_newplayer(function(player)
spawnplayer(player)
end)
minetest.register_on_respawnplayer(function(player)
spawnplayer(player)
return true
end)