Merge pull request 'Fix weather lag' (#2091) from fix-weather-lag into master
Reviewed-on: MineClone2/MineClone2#2091
This commit is contained in:
commit
6851fa759e
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@ -1,36 +1,66 @@
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mcl_weather.nether_dust = {}
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mcl_weather.nether_dust = {}
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mcl_weather.nether_dust.particles_count = 99
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mcl_weather.nether_dust.particlespawners = {}
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-- calculates coordinates and draw particles for Nether dust
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local psdef= {
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function mcl_weather.nether_dust.add_dust_particles(player)
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amount = 150,
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for i=mcl_weather.nether_dust.particles_count, 1,-1 do
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time = 0,
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local rpx, rpy, rpz = mcl_weather.get_random_pos_by_player_look_dir(player)
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minpos = vector.new(-15,-15,-15),
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minetest.add_particle({
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maxpos =vector.new(15,15,15),
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pos = {x = rpx, y = rpy - math.random(6, 18), z = rpz},
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minvel = vector.new(-0.3,-0.15,-1),
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velocity = {x = math.random(-30,30)*0.01, y = math.random(-15,15)*0.01, z = math.random(-30,30)*0.01},
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maxvel = vector.new(0.3,0.15,0.3),
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acceleration = {x = math.random(-50,50)*0.02, y = math.random(-20,20)*0.02, z = math.random(-50,50)*0.02},
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minacc = vector.new(-1,-0.4,-1),
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expirationtime = 3,
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maxacc = vector.new(1,0.4,1),
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size = math.random(6,20)*0.01,
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minexptime = 1,
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maxexptime = 10,
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minsize = 0.2,
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maxsize = 0.7,
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collisiondetection = false,
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collisiondetection = false,
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collision_removal = false,
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object_collision = false,
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object_collision = false,
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vertical = false,
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vertical = false
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glow = math.random(0,minetest.LIGHT_MAX),
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}
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texture = "mcl_particles_nether_dust"..tostring(i%3+1)..".png",
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playername = player:get_player_name()
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local function check_player(player)
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})
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local name=player:get_player_name()
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if mcl_worlds.has_dust(player:get_pos()) and not mcl_weather.nether_dust.particlespawners[name] then
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return true
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end
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end
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end
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end
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local timer = 0
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mcl_weather.nether_dust.add_particlespawners = function(player)
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minetest.register_globalstep(function(dtime)
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local name=player:get_player_name(name)
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timer = timer + dtime
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mcl_weather.nether_dust.particlespawners[name]={}
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if timer < 0.7 then return end
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psdef.playername = name
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timer = 0
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psdef.attached = player
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psdef.glow = math.random(0,minetest.LIGHT_MAX)
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for _, player in pairs(minetest.get_connected_players()) do
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for i=1,3 do
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if not mcl_worlds.has_dust(player:get_pos()) then
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psdef.texture="mcl_particles_nether_dust"..i..".png"
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return false
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mcl_weather.nether_dust.particlespawners[name][i]=minetest.add_particlespawner(psdef)
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end
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end
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mcl_weather.nether_dust.add_dust_particles(player)
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end
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mcl_weather.nether_dust.delete_particlespawners = function(player)
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local name=player:get_player_name(name)
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if mcl_weather.nether_dust.particlespawners[name] then
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for i=1,3 do
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minetest.delete_particlespawner(mcl_weather.nether_dust.particlespawners[name][i])
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end
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mcl_weather.nether_dust.particlespawners[name]=nil
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end
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end
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mcl_worlds.register_on_dimension_change(function(player, dimension)
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if check_player(player) then
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return mcl_weather.nether_dust.add_particlespawners(player)
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end
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mcl_weather.nether_dust.delete_particlespawners(player)
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end)
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minetest.register_on_joinplayer(function(player)
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if check_player(player) then
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mcl_weather.nether_dust.add_particlespawners(player)
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end
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end
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end)
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end)
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minetest.register_on_leaveplayer(function(player)
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mcl_weather.nether_dust.delete_particlespawners(player)
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end)
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@ -1,5 +1,5 @@
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local PARTICLES_COUNT_RAIN = 30
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local PARTICLES_COUNT_RAIN = 100
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local PARTICLES_COUNT_THUNDER = 45
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local PARTICLES_COUNT_THUNDER = 300
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local get_connected_players = minetest.get_connected_players
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local get_connected_players = minetest.get_connected_players
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@ -19,6 +19,45 @@ mcl_weather.rain = {
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init_done = false,
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init_done = false,
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}
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}
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local update_sound={}
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local vel=math.random(0,3)
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local falling_speed=math.random(10,15)
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local size = math.random(1,3)
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local psdef= {
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amount = mcl_weather.rain.particles_count,
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time=0,
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minpos = vector.new(-6,3,-6),
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maxpos = vector.new(6,15,6),
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minvel = vector.new(-vel,-falling_speed,-vel),
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maxvel = vector.new(vel,-falling_speed+vel,vel),
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minacc = vector.new(0,0,0),
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maxacc = vector.new(0,-0.4,0),
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minexptime = 0.5,
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maxexptime = 2,
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minsize = size,
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maxsize= size*2,
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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}
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local psdef_backsplash= {
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amount = 10,
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time=0,
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minpos = vector.new(-3,-1,-3),
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maxpos = vector.new(3,0,3),
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minvel = vector.new(-vel,falling_speed*2,-vel),
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maxvel = math.random(vel,falling_speed*2+vel,vel),
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minacc = vector.new(0,0,0),
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maxacc = vector.new(0,0,0),
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minexptime = 0.1,
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maxexptime = 0.2,
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minsize = size*0.1,
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maxsize= size*0.5,
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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}
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local textures = {"weather_pack_rain_raindrop_1.png", "weather_pack_rain_raindrop_2.png", "weather_pack_rain_raindrop_1.png"}
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function mcl_weather.rain.sound_handler(player)
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function mcl_weather.rain.sound_handler(player)
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return minetest.sound_play("weather_rain", {
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return minetest.sound_play("weather_rain", {
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@ -44,44 +83,20 @@ function mcl_weather.rain.set_sky_box()
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end
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end
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end
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end
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-- creating manually parctiles instead of particles spawner because of easier to control
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-- no no no NO NO f*.. no. no manual particle creatin' PLS!! this sends EVERY particle over the net.
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-- spawn position.
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function mcl_weather.rain.add_rain_particles(player)
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function mcl_weather.rain.add_rain_particles(player)
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mcl_weather.rain.last_rp_count = 0
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mcl_weather.rain.last_rp_count = mcl_weather.rain.particles_count
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for i=mcl_weather.rain.particles_count, 1,-1 do
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for k,v in pairs(textures) do
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local random_pos_x, random_pos_y, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player)
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psdef.texture=v
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if mcl_weather.is_outdoor({x=random_pos_x, y=random_pos_y, z=random_pos_z}) then
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mcl_weather.add_spawner_player(player,"rain"..k,psdef)
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mcl_weather.rain.last_rp_count = mcl_weather.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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velocity = {x=0, y=-10, z=0},
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acceleration = {x=0, y=-30, z=0},
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expirationtime = 1.0,
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size = math.random(0.5, 3),
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collisiondetection = true,
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collision_removal = true,
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vertical = true,
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texture = mcl_weather.rain.get_texture(),
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playername = player:get_player_name()
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})
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end
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end
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psdef_backsplash.texture=textures[math.random(1,#textures)]
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local l=mcl_weather.add_spawner_player(player,"rainbacksplash",psdef_backsplash)
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if l then
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update_sound[player:get_player_name()]=true
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end
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end
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end
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end
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-- Simple random texture getter
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function mcl_weather.rain.get_texture()
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local texture_name
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local random_number = math.random()
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if random_number > 0.33 then
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texture_name = "weather_pack_rain_raindrop_1.png"
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elseif random_number > 0.66 then
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texture_name = "weather_pack_rain_raindrop_2.png"
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else
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texture_name = "weather_pack_rain_raindrop_3.png"
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end
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return texture_name;
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end
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-- register player for rain weather.
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-- register player for rain weather.
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-- basically needs for origin sky reference and rain sound controls.
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-- basically needs for origin sky reference and rain sound controls.
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function mcl_weather.rain.add_player(player)
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function mcl_weather.rain.add_player(player)
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@ -89,6 +104,7 @@ function mcl_weather.rain.add_player(player)
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local player_meta = {}
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local player_meta = {}
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player_meta.origin_sky = {player:get_sky()}
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player_meta.origin_sky = {player:get_sky()}
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mcl_weather.players[player:get_player_name()] = player_meta
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mcl_weather.players[player:get_player_name()] = player_meta
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update_sound[player:get_player_name()]=true
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end
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end
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end
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end
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@ -99,26 +115,15 @@ function mcl_weather.rain.remove_player(player)
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if player_meta and player_meta.origin_sky then
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if player_meta and player_meta.origin_sky then
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player:set_clouds({color="#FFF0F0E5"})
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player:set_clouds({color="#FFF0F0E5"})
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mcl_weather.players[player:get_player_name()] = nil
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mcl_weather.players[player:get_player_name()] = nil
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update_sound[player:get_player_name()]=true
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end
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end
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end
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end
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mcl_worlds.register_on_dimension_change(function(player, dimension)
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if dimension ~= "overworld" and dimension ~= "void" then
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mcl_weather.rain.remove_sound(player)
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mcl_weather.rain.remove_player(player)
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elseif dimension == "overworld" then
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mcl_weather.rain.update_sound(player)
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if mcl_weather.rain.raining then
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mcl_weather.rain.add_rain_particles(player)
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mcl_weather.rain.add_player(player)
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end
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end
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end)
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-- adds and removes rain sound depending how much rain particles around player currently exist.
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-- adds and removes rain sound depending how much rain particles around player currently exist.
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-- have few seconds delay before each check to avoid on/off sound too often
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-- have few seconds delay before each check to avoid on/off sound too often
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-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
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-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
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function mcl_weather.rain.update_sound(player)
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function mcl_weather.rain.update_sound(player)
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if not update_sound[player:get_player_name()] then return end
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local player_meta = mcl_weather.players[player:get_player_name()]
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta then
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if player_meta then
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if player_meta.sound_updated and player_meta.sound_updated + 5 > minetest.get_gametime() then
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if player_meta.sound_updated and player_meta.sound_updated + 5 > minetest.get_gametime() then
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@ -136,6 +141,7 @@ function mcl_weather.rain.update_sound(player)
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player_meta.sound_updated = minetest.get_gametime()
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player_meta.sound_updated = minetest.get_gametime()
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end
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end
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update_sound[player:get_player_name()]=false
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end
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end
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-- rain sound removed from player.
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-- rain sound removed from player.
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@ -158,6 +164,7 @@ function mcl_weather.rain.clear()
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for _, player in pairs(get_connected_players()) do
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for _, player in pairs(get_connected_players()) do
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mcl_weather.rain.remove_sound(player)
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mcl_weather.rain.remove_sound(player)
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mcl_weather.rain.remove_player(player)
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mcl_weather.rain.remove_player(player)
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mcl_weather.remove_spawners_player(player)
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end
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end
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end
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end
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@ -177,8 +184,10 @@ function mcl_weather.rain.make_weather()
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end
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end
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for _, player in pairs(get_connected_players()) do
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for _, player in pairs(get_connected_players()) do
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if (mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(player:get_pos())) then
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local pos=player:get_pos()
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if mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(pos) or not mcl_weather.is_outdoor(pos) then
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mcl_weather.rain.remove_sound(player)
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mcl_weather.rain.remove_sound(player)
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mcl_weather.remove_spawners_player(player)
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return false
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return false
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end
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end
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mcl_weather.rain.add_player(player)
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mcl_weather.rain.add_player(player)
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@ -190,8 +199,12 @@ end
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-- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops
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-- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops
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function mcl_weather.rain.set_particles_mode(mode)
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function mcl_weather.rain.set_particles_mode(mode)
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if mode == "thunder" then
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if mode == "thunder" then
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psdef.amount=PARTICLES_COUNT_THUNDER
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psdef_backsplash.amount=PARTICLES_COUNT_THUNDER
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mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
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mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
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else
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else
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psdef.amount=PARTICLES_COUNT_RAIN
|
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psdef_backsplash.amount=PARTICLES_COUNT_RAIN
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mcl_weather.rain.particles_count = PARTICLES_COUNT_RAIN
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mcl_weather.rain.particles_count = PARTICLES_COUNT_RAIN
|
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end
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end
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end
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end
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@ -5,30 +5,25 @@ mcl_weather.snow = {}
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mcl_weather.snow.particles_count = 15
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mcl_weather.snow.particles_count = 15
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mcl_weather.snow.init_done = false
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mcl_weather.snow.init_done = false
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|
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-- calculates coordinates and draw particles for snow weather
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local psdef= {
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function mcl_weather.snow.add_snow_particles(player)
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amount = 99,
|
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mcl_weather.rain.last_rp_count = 0
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time = 0, --stay on til we turn it off
|
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for i=mcl_weather.snow.particles_count, 1,-1 do
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minpos = vector.new(-15,-5,-15),
|
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local random_pos_x, _, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player)
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maxpos =vector.new(15,10,15),
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local random_pos_y = math.random() + math.random(player:get_pos().y - 1, player:get_pos().y + 7)
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minvel = vector.new(0,-1,0),
|
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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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maxvel = vector.new(0,-4,0),
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mcl_weather.rain.last_rp_count = mcl_weather.rain.last_rp_count + 1
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minacc = vector.new(0,-1,0),
|
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minetest.add_particle({
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maxacc = vector.new(0,-4,0),
|
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pos = {x=random_pos_x, y=random_pos_y, z=random_pos_z},
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minexptime = 1,
|
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velocity = {x = math.random(-100,100)*0.001, y = math.random(-300,-100)*0.004, z = math.random(-100,100)*0.001},
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maxexptime = 1,
|
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acceleration = {x = 0, y=0, z = 0},
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minsize = 0.5,
|
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expirationtime = 8.0,
|
maxsize = 5,
|
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size = 1,
|
|
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collisiondetection = true,
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collisiondetection = true,
|
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collision_removal = true,
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collision_removal = true,
|
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object_collision = false,
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object_collision = true,
|
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vertical = false,
|
vertical = true,
|
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texture = mcl_weather.snow.get_texture(),
|
glow = 1
|
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playername = player:get_player_name()
|
}
|
||||||
})
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
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|
|
||||||
function mcl_weather.snow.set_sky_box()
|
function mcl_weather.snow.set_sky_box()
|
||||||
mcl_weather.skycolor.add_layer(
|
mcl_weather.skycolor.add_layer(
|
||||||
|
@ -48,6 +43,7 @@ end
|
||||||
function mcl_weather.snow.clear()
|
function mcl_weather.snow.clear()
|
||||||
mcl_weather.skycolor.remove_layer("weather-pack-snow-sky")
|
mcl_weather.skycolor.remove_layer("weather-pack-snow-sky")
|
||||||
mcl_weather.snow.init_done = false
|
mcl_weather.snow.init_done = false
|
||||||
|
mcl_weather.remove_all_spawners()
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Simple random texture getter
|
-- Simple random texture getter
|
||||||
|
@ -74,10 +70,14 @@ minetest.register_globalstep(function(dtime)
|
||||||
end
|
end
|
||||||
|
|
||||||
for _, player in pairs(get_connected_players()) do
|
for _, player in pairs(get_connected_players()) do
|
||||||
if (mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(player:get_pos())) then
|
if (mcl_weather.is_underwater(player) or not mcl_worlds.has_weather(player:get_pos()) or not mcl_weather.is_outdoor(player:get_pos())) then
|
||||||
|
mcl_weather.remove_spawners_player(player)
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
mcl_weather.snow.add_snow_particles(player)
|
for i=1,2 do
|
||||||
|
psdef.texture="weather_pack_snow_snowflake"..i..".png"
|
||||||
|
mcl_weather.add_spawner_player(player,"snow"..i,psdef)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
|
|
||||||
|
|
|
@ -47,6 +47,35 @@ local function save_weather()
|
||||||
end
|
end
|
||||||
minetest.register_on_shutdown(save_weather)
|
minetest.register_on_shutdown(save_weather)
|
||||||
|
|
||||||
|
local particlespawners={}
|
||||||
|
function mcl_weather.add_spawner_player(pl,id,ps)
|
||||||
|
local name=pl:get_player_name()
|
||||||
|
if not particlespawners[name] then
|
||||||
|
particlespawners[name] = {}
|
||||||
|
end
|
||||||
|
if not particlespawners[name][id] then
|
||||||
|
ps.playername =name
|
||||||
|
ps.attached = pl
|
||||||
|
particlespawners[name][id]=minetest.add_particlespawner(ps)
|
||||||
|
return particlespawners[name][id]
|
||||||
|
end
|
||||||
|
end
|
||||||
|
function mcl_weather.remove_spawners_player(pl)
|
||||||
|
local name=pl:get_player_name()
|
||||||
|
if not particlespawners[name] then return end
|
||||||
|
for k,v in pairs(particlespawners[name]) do
|
||||||
|
minetest.delete_particlespawner(v)
|
||||||
|
end
|
||||||
|
particlespawners[name] = nil
|
||||||
|
return true
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_weather.remove_all_spawners()
|
||||||
|
for k,v in pairs(minetest.get_connected_players()) do
|
||||||
|
mcl_weather.remove_spawners_player(v)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
function mcl_weather.get_rand_end_time(min_duration, max_duration)
|
function mcl_weather.get_rand_end_time(min_duration, max_duration)
|
||||||
local r
|
local r
|
||||||
if min_duration and max_duration then
|
if min_duration and max_duration then
|
||||||
|
@ -92,36 +121,6 @@ function mcl_weather.is_underwater(player)
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
|
|
||||||
-- trying to locate position for particles by player look direction for performance reason.
|
|
||||||
-- it is costly to generate many particles around player so goal is focus mainly on front view.
|
|
||||||
function mcl_weather.get_random_pos_by_player_look_dir(player)
|
|
||||||
local look_dir = player:get_look_dir()
|
|
||||||
local player_pos = player:get_pos()
|
|
||||||
|
|
||||||
local random_pos_x, random_pos_y, random_pos_z
|
|
||||||
|
|
||||||
if look_dir.x > 0 then
|
|
||||||
if look_dir.z > 0 then
|
|
||||||
random_pos_x = math.random() + math.random(player_pos.x - 2.5, player_pos.x + 5)
|
|
||||||
random_pos_z = math.random() + math.random(player_pos.z - 2.5, player_pos.z + 5)
|
|
||||||
else
|
|
||||||
random_pos_x = math.random() + math.random(player_pos.x - 2.5, player_pos.x + 5)
|
|
||||||
random_pos_z = math.random() + math.random(player_pos.z - 5, player_pos.z + 2.5)
|
|
||||||
end
|
|
||||||
else
|
|
||||||
if look_dir.z > 0 then
|
|
||||||
random_pos_x = math.random() + math.random(player_pos.x - 5, player_pos.x + 2.5)
|
|
||||||
random_pos_z = math.random() + math.random(player_pos.z - 2.5, player_pos.z + 5)
|
|
||||||
else
|
|
||||||
random_pos_x = math.random() + math.random(player_pos.x - 5, player_pos.x + 2.5)
|
|
||||||
random_pos_z = math.random() + math.random(player_pos.z - 5, player_pos.z + 2.5)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
random_pos_y = math.random() + math.random(player_pos.y + 10, player_pos.y + 15)
|
|
||||||
return random_pos_x, random_pos_y, random_pos_z
|
|
||||||
end
|
|
||||||
|
|
||||||
local t, wci = 0, mcl_weather.check_interval
|
local t, wci = 0, mcl_weather.check_interval
|
||||||
|
|
||||||
minetest.register_globalstep(function(dtime)
|
minetest.register_globalstep(function(dtime)
|
||||||
|
|
Loading…
Reference in New Issue