Disallow torch placement on a variety of nodes
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@ -49,7 +49,6 @@ mcl_torches.register_torch = function(substring, description, icon, mesh_floor,
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local under = pointed_thing.under
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local node = minetest.get_node(under)
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local def = minetest.registered_nodes[node.name]
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local node = minetest.get_node(pointed_thing.under)
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-- Call on_rightclick if the pointed node defines it
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if placer and not placer:get_player_control().sneak then
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@ -60,6 +59,38 @@ mcl_torches.register_torch = function(substring, description, icon, mesh_floor,
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local above = pointed_thing.above
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local wdir = minetest.dir_to_wallmounted({x = under.x - above.x, y = under.y - above.y, z = under.z - above.z})
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-- Torch placement rules: Disallow placement on some nodes. General rule: Solid, opaque, full cube collision box nodes are allowed.
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-- Special allowed nodes:
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-- * soul sand
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-- * end portal frame (TODO)
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-- * monster spawner
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-- * Fence, wall, glass, hopper: Only on top
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-- * Monster spawner
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-- * Slab: Only on top if upside down (TODO)
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-- * Stairs: Only on top if upside down (TODO)
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-- Special forbidden nodes:
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-- * Piston
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-- * Sticky piston
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if not def.buildable_to then
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if node.name ~= "mcl_nether:soul_sand" and node.name ~= "mobs:spawner" and
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((not def.groups.solid) or (not def.groups.opaque)) then
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-- Only allow top placement on these nodes
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if def.groups.glass or node.name == "mcl_hoppers:hopper" or node.name == "mcl_hoppers:hopper_side" or def.groups.fence or def.groups.wall then
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if wdir ~= 1 then
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return itemstack
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end
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else
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return itemstack
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end
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elseif node.name == "mesecons_pistons:piston_up_normal_off" or node.name == "mesecons_pistons:piston_up_sticky_off" or
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node.name == "mesecons_pistons:piston_normal_off" or node.name == "mesecons_pistons:piston_sticky_off" or
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node.name == "mesecons_pistons:piston_down_normal_off" or node.name == "mesecons_pistons:piston_down_sticky_off" then
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return itemstack
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end
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end
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local fakestack = itemstack
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local retval
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