920fba34ee
Don't reuse damage_per_second for damage on punch and radiant damage. This allows these to be defined separately, i.e. no longer assuming that all damage is from "heat" and can radiate. This allows for things like thorny plants that hurt if you touch them or stand in them but not if you stand near them. Thanks to WintersKnight94 for reporting this.
30 lines
869 B
Lua
30 lines
869 B
Lua
-- LUALOCALS < ---------------------------------------------------------
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local minetest, nodecore
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= minetest, nodecore
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-- LUALOCALS > ---------------------------------------------------------
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nodecore.register_on_register_item(function(_, def)
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local dmg = def.groups and def.groups.damage_touch
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if not (dmg and dmg > 0) then return end
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def.on_punch = def.on_punch or function(pos, node, puncher, ...)
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if puncher and puncher:is_player() then
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nodecore.addphealth(puncher, -dmg, {
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nc_type = "node_touch_hurt",
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node = node
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})
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end
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return minetest.node_punch(pos, node, puncher, ...)
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end
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def.on_scaling = def.on_scaling or function(_, _, player, node)
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if player and player:is_player() then
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nodecore.addphealth(player, -dmg, {
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nc_type = "node_touch_hurt",
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node = node
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})
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end
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return true
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end
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end)
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