Fix hearable rain in Nether and End dimensions
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b4f1d2c521
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10a0819790
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@ -45,7 +45,7 @@ rain.add_rain_particles = function(player)
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rain.last_rp_count = 0
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for i=rain.particles_count, 1,-1 do
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local random_pos_x, random_pos_y, random_pos_z = weather.get_random_pos_by_player_look_dir(player)
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if minetest.get_node_light({x=random_pos_x, y=random_pos_y, z=random_pos_z}, 0.5) == 15 then
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if weather.is_outdoor({x=random_pos_x, y=random_pos_y, z=random_pos_z}) then
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rain.last_rp_count = rain.last_rp_count + 1
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minetest.add_particle({
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pos = {x=random_pos_x, y=random_pos_y, z=random_pos_z},
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@ -159,6 +159,7 @@ rain.make_weather = function()
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for _, player in ipairs(minetest.get_connected_players()) do
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if (weather.is_underwater(player) or not mcl_util.has_weather(player:getpos())) then
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rain.remove_sound(player)
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return false
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end
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rain.add_player(player)
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@ -38,8 +38,13 @@ weather.get_rand_end_time = function(min_duration, max_duration)
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end
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end
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-- Returns true if pos is outdoor.
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-- Outdoor is defined as any node in the Overworld under open sky.
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-- FIXME: Nodes below glass also count as “outdoor”, this should not be the case.
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weather.is_outdoor = function(pos)
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if minetest.get_node_light({x=pos.x, y=pos.y + 1, z=pos.z}, 0.5) == 15 then
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local cpos = {x=pos.x, y=pos.y+1, z=pos.z}
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local _, dim = mcl_util.y_to_layer(cpos.y)
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if minetest.get_node_light(cpos, 0.5) == 15 and dim == "overworld" then
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return true
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end
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return false
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