Plant placement and drop fixes
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63b2da7aa0
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@ -438,10 +438,11 @@ function mcl_util.generate_on_place_plant_function(condition)
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if not def_under or not def_above then
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if not def_under or not def_above then
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return itemstack
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return itemstack
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end
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end
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if def_under.buildable_to then
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if def_under.buildable_to and def_under.name ~= itemstack:get_name() then
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place_pos = pointed_thing.under
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place_pos = pointed_thing.under
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elseif def_above.buildable_to then
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elseif def_above.buildable_to and def_above.name ~= itemstack:get_name() then
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place_pos = pointed_thing.above
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place_pos = pointed_thing.above
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pointed_thing.under = pointed_thing.above
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else
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else
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return itemstack
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return itemstack
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end
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end
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@ -194,8 +194,8 @@ def_clover.mesh = "mcl_clover_3leaf.obj"
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def_clover.tiles = { "mcl_flowers_clover.png" }
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def_clover.tiles = { "mcl_flowers_clover.png" }
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def_clover.inventory_image = "mcl_flowers_clover_inv.png"
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def_clover.inventory_image = "mcl_flowers_clover_inv.png"
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def_clover.wield_image = "mcl_flowers_clover_inv.png"
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def_clover.wield_image = "mcl_flowers_clover_inv.png"
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def_clover.drop = nil
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def_clover.use_texture_alpha = "clip"
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def_clover.use_texture_alpha = "clip"
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def_clover.drop = "mcl_flowers:clover"
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def_clover.selection_box = {
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def_clover.selection_box = {
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type = "fixed",
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type = "fixed",
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fixed = { -4/16, -0.5, -4/16, 4/16, 0, 4/16 },
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fixed = { -4/16, -0.5, -4/16, 4/16, 0, 4/16 },
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@ -212,6 +212,7 @@ def_4l_clover.tiles = { "mcl_flowers_fourleaf_clover.png" }
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def_4l_clover.inventory_image = "mcl_flowers_fourleaf_clover_inv.png"
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def_4l_clover.inventory_image = "mcl_flowers_fourleaf_clover_inv.png"
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def_4l_clover.wield_image = "mcl_flowers_fourleaf_clover_inv.png"
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def_4l_clover.wield_image = "mcl_flowers_fourleaf_clover_inv.png"
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def_4l_clover.use_texture_alpha = "clip"
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def_4l_clover.use_texture_alpha = "clip"
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def_4l_clover.drop = "mcl_flowers:fourleaf_clover"
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minetest.register_node("mcl_flowers:fourleaf_clover", def_4l_clover)
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minetest.register_node("mcl_flowers:fourleaf_clover", def_4l_clover)
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@ -1673,7 +1673,7 @@ function mcl_potions.make_invisible(obj_ref, hide)
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mcl_player.player_set_visibility(obj_ref, true)
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mcl_player.player_set_visibility(obj_ref, true)
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obj_ref:set_nametag_attributes({ color = { r = 255, g = 255, b = 255, a = 255 } })
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obj_ref:set_nametag_attributes({ color = { r = 255, g = 255, b = 255, a = 255 } })
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end
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end
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else -- TODO make below section (and preferably other effects on mobs) rely on metadata
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else
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if hide then
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if hide then
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local luaentity = obj_ref:get_luaentity()
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local luaentity = obj_ref:get_luaentity()
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EF.invisibility[obj_ref].old_size = luaentity.visual_size
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EF.invisibility[obj_ref].old_size = luaentity.visual_size
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