3fc187f0e6
Thrown/falling entities containing a light_source will now cast a dynamic light glow automatically as well.
50 lines
1.5 KiB
Lua
50 lines
1.5 KiB
Lua
-- LUALOCALS < ---------------------------------------------------------
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local minetest, nodecore, pairs, vector
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= minetest, nodecore, pairs, vector
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-- LUALOCALS > ---------------------------------------------------------
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local litgroup = {}
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minetest.after(0, function()
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for k, v in pairs(minetest.registered_items) do
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if v.groups.torch_lit then
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litgroup[k] = true
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end
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end
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end)
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local function islit(stack)
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return stack and litgroup[stack:get_name()]
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end
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local function snuffinv(player, inv, i)
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nodecore.sound_play("nc_fire_snuff", {object = player, gain = 0.5})
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inv:set_stack("main", i, "nc_fire:lump_ash")
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end
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local ambtimers = {}
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minetest.register_globalstep(function()
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local now = nodecore.gametime
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for _, player in pairs(minetest.get_connected_players()) do
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local inv = player:get_inventory()
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local ppos = player:get_pos()
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-- Snuff all torches if doused in water.
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local hpos = vector.add(ppos, {x = 0, y = 1, z = 0})
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local head = minetest.get_node(hpos).name
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if minetest.get_item_group(head, "water") > 0 then
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for i = 1, inv:get_size("main") do
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local stack = inv:get_stack("main", i)
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if islit(stack) then snuffinv(player, inv, i) end
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end
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elseif islit(player:get_wielded_item()) then
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-- Wield ambiance
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local name = player:get_player_name()
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local t = ambtimers[name] or 0
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if t <= now then
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ambtimers[name] = now + 1
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nodecore.sound_play("nc_fire_flamy",
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{object = player, gain = 0.1})
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end
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end
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end
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end)
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