Disable under a y limit set by parameter, usually set to a world's water level
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78b6e10d73
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235
init.lua
235
init.lua
@ -1,5 +1,7 @@
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-- Parameters
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local YLIMIT = 1 -- Set to world's water level or level of lowest open area,
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-- calculations are disabled below this y.
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local PRECSPR = 6 -- Time scale for precipitation variation in minutes
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local PRECOFF = -0.4 -- Precipitation offset, higher = rains more often
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local GSCYCLE = 0.5 -- Globalstep cycle (seconds)
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@ -75,137 +77,142 @@ minetest.register_globalstep(function(dtime)
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for _, player in ipairs(minetest.get_connected_players()) do
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local player_name = player:get_player_name()
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local ppos = player:getpos()
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local pposx = math.floor(ppos.x)
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local pposy = math.floor(ppos.y) + 2 -- Precipitation when swimming
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local pposz = math.floor(ppos.z)
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local ppos = {x = pposx, y = pposy, z = pposz}
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if pposy >= YLIMIT then
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local pposx = math.floor(ppos.x)
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local pposz = math.floor(ppos.z)
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local ppos = {x = pposx, y = pposy, z = pposz}
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local nobj_temp = nobj_temp or minetest.get_perlin(np_temp)
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local nobj_humid = nobj_humid or minetest.get_perlin(np_humid)
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local nobj_prec = nobj_prec or minetest.get_perlin(np_prec)
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local nobj_temp = nobj_temp or minetest.get_perlin(np_temp)
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local nobj_humid = nobj_humid or minetest.get_perlin(np_humid)
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local nobj_prec = nobj_prec or minetest.get_perlin(np_prec)
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local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
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local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
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local nval_prec = nobj_prec:get2d({x = os.clock() / 60, y = 0})
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local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
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local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
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local nval_prec = nobj_prec:get2d({x = os.clock() / 60, y = 0})
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-- Biome system: Frozen biomes below heat 35,
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-- deserts below line 14 * t - 95 * h = -1496
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-- h = (14 * t + 1496) / 95
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-- h = 14/95 * t + 1496/95
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-- where 14/95 is gradient and 1496/95 is y intersection
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-- h - 14/95 t = 1496/95 y intersection
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-- so area above line is
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-- h - 14/95 t > 1496/95
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local freeze = nval_temp < 35
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local precip = nval_prec < (nval_humid - 50) / 50 + PRECOFF and
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nval_humid - grad * nval_temp > yint
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-- Biome system: Frozen biomes below heat 35,
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-- deserts below line 14 * t - 95 * h = -1496
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-- h = (14 * t + 1496) / 95
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-- h = 14/95 * t + 1496/95
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-- where 14/95 is gradient and 1496/95 is y intersection
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-- h - 14/95 t = 1496/95 y intersection
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-- so area above line is
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-- h - 14/95 t > 1496/95
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local freeze = nval_temp < 35
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local precip = nval_prec < (nval_humid - 50) / 50 + PRECOFF and
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nval_humid - grad * nval_temp > yint
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-- Check if player is outside
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local outside = minetest.get_node_light(ppos, 0.5) == 15
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-- Check if player is outside
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local outside = minetest.get_node_light(ppos, 0.5) == 15
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-- Occasionally reset player sky
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if math.random() < 0.1 then
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if precip then
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-- Set overcast sky
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local sval
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local time = minetest.get_timeofday()
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if time >= 0.5 then
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time = 1 - time
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end
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-- Sky brightness transitions:
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-- First transition (24000 -) 4500, (1 -) 0.1875
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-- Last transition (24000 -) 5750, (1 -) 0.2396
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if time <= 0.1875 then
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sval = NISVAL
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elseif time >= 0.2396 then
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sval = DASVAL
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-- Occasionally reset player sky
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if math.random() < 0.1 then
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if precip then
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-- Set overcast sky
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local sval
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local time = minetest.get_timeofday()
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if time >= 0.5 then
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time = 1 - time
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end
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-- Sky brightness transitions:
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-- First transition (24000 -) 4500, (1 -) 0.1875
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-- Last transition (24000 -) 5750, (1 -) 0.2396
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if time <= 0.1875 then
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sval = NISVAL
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elseif time >= 0.2396 then
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sval = DASVAL
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else
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sval = math.floor(NISVAL + ((time - 0.1875) / 0.0521) * difsval)
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end
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player:set_sky({r = sval, g = sval, b = sval + 16, a = 255}, "plain", {})
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else
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sval = math.floor(NISVAL + ((time - 0.1875) / 0.0521) * difsval)
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-- Reset sky to normal
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player:set_sky({}, "regular", {})
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end
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player:set_sky({r = sval, g = sval, b = sval + 16, a = 255}, "plain", {})
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else
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-- Reset sky to normal
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player:set_sky({}, "regular", {})
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end
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end
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if not precip or not outside or freeze then
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if handles[player_name] then
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-- Stop sound if playing
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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if not precip or not outside or freeze then
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if handles[player_name] then
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-- Stop sound if playing
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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end
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end
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if precip and outside then
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-- Precipitation
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if freeze then
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-- Snowfall
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for flake = 1, FLAKES do
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minetest.add_particle({
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pos = {
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x = pposx - 24 + math.random(0, 47),
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y = pposy + 8 + math.random(0, 1),
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z = pposz - 20 + math.random(0, 47)
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},
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vel = {
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x = 0.0,
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y = -2.0,
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z = -1.0
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},
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acc = {x = 0, y = 0, z = 0},
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expirationtime = 8.5,
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size = 2.8,
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collisiondetection = COLLIDE,
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collision_removal = true,
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vertical = false,
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texture = "snowdrift_snowflake" .. math.random(1, 4) .. ".png",
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playername = player:get_player_name()
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})
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end
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else
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-- Rainfall
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for flake = 1, DROPS do
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minetest.add_particle({
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pos = {
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x = pposx - 8 + math.random(0, 16),
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y = pposy + 8 + math.random(0, 5),
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z = pposz - 8 + math.random(0, 16)
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},
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vel = {
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x = 0.0,
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y = -10.0,
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z = 0.0
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},
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acc = {x = 0, y = 0, z = 0},
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expirationtime = 2.1,
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size = 2.8,
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collisiondetection = COLLIDE,
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collision_removal = true,
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vertical = true,
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texture = "snowdrift_raindrop.png",
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playername = player:get_player_name()
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})
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end
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if precip and outside then
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-- Precipitation
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if freeze then
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-- Snowfall
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for flake = 1, FLAKES do
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minetest.add_particle({
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pos = {
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x = pposx - 24 + math.random(0, 47),
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y = pposy + 8 + math.random(0, 1),
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z = pposz - 20 + math.random(0, 47)
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},
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vel = {
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x = 0.0,
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y = -2.0,
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z = -1.0
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},
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acc = {x = 0, y = 0, z = 0},
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expirationtime = 8.5,
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size = 2.8,
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collisiondetection = COLLIDE,
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collision_removal = true,
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vertical = false,
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texture = "snowdrift_snowflake" .. math.random(1, 4) .. ".png",
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playername = player:get_player_name()
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})
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end
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else
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-- Rainfall
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for flake = 1, DROPS do
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minetest.add_particle({
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pos = {
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x = pposx - 8 + math.random(0, 16),
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y = pposy + 8 + math.random(0, 5),
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z = pposz - 8 + math.random(0, 16)
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},
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vel = {
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x = 0.0,
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y = -10.0,
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z = 0.0
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},
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acc = {x = 0, y = 0, z = 0},
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expirationtime = 2.1,
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size = 2.8,
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collisiondetection = COLLIDE,
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collision_removal = true,
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vertical = true,
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texture = "snowdrift_raindrop.png",
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playername = player:get_player_name()
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})
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end
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if not handles[player_name] then
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-- Start sound if not playing
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local handle = minetest.sound_play(
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"snowdrift_rain",
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{
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to_player = player_name,
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gain = RAINGAIN,
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loop = true,
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}
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)
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if handle then
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handles[player_name] = handle
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if not handles[player_name] then
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-- Start sound if not playing
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local handle = minetest.sound_play(
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"snowdrift_rain",
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{
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to_player = player_name,
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gain = RAINGAIN,
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loop = true,
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}
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)
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if handle then
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handles[player_name] = handle
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end
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end
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end
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end
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elseif handles[player_name] then
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-- Stop sound when player goes under y limit
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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end
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end)
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