Tools: Fix tool digging speed limit
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cf37a55690
commit
858c722974
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@ -1231,9 +1231,8 @@ Another example: Make red wool from white wool and red dye:
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* `0` is something that is directly accessible at the start of gameplay
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* There is no upper limit
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* `dig_immediate`: (player can always pick up node without tool wear)
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* `2`: node is removed without tool wear after 0.5 seconds or so
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(rail, sign)
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* `3`: node is removed without tool wear immediately (torch)
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* `2`: node is removed without tool wear after 0.5 seconds (rail, sign)
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* `3`: node is removed without tool wear after 0.15 seconds (torch)
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* `disable_jump`: Player (and possibly other things) cannot jump from node
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* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
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* `bouncy`: value is bounce speed in percent
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@ -3888,13 +3888,6 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
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if (runData.nodig_delay_timer > 0.3)
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runData.nodig_delay_timer = 0.3;
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// We want a slight delay to very little
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// time consuming nodes
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const float mindelay = 0.15;
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if (runData.nodig_delay_timer < mindelay)
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runData.nodig_delay_timer = mindelay;
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bool is_valid_position;
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MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
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if (is_valid_position) {
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@ -98,7 +98,7 @@ DigParams getDigParams(const ItemGroupList &groups,
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return DigParams(true, 0.5, 0, "dig_immediate");
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case 3:
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//infostream<<"dig_immediate=3"<<std::endl;
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return DigParams(true, 0.0, 0, "dig_immediate");
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return DigParams(true, 0.15, 0, "dig_immediate");
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default:
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break;
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}
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