Handle player void handling in playerplus
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@ -21,8 +21,8 @@ minetest.register_node("mcl_core:barrier", {
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on_blast = function() end,
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on_blast = function() end,
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})
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})
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-- The harmless void directly below the bottom bedrock layer. It doesn't hurt.
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-- The void below the bedrock. Void damage is handled in playerplus
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minetest.register_node("mcl_core:void_top", {
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minetest.register_node("mcl_core:void", {
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description = "Void",
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description = "Void",
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drawtype = "airlike",
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drawtype = "airlike",
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paramtype = "light",
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paramtype = "light",
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@ -30,8 +30,8 @@ minetest.register_node("mcl_core:void_top", {
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walkable = false,
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walkable = false,
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floodable = false,
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floodable = false,
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buildable_to = false,
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buildable_to = false,
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inventory_image = "default_barrier.png",
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inventory_image = "unknown_node.png",
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wield_image = "default_barrier.png",
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wield_image = "unknown_node.png",
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stack_max = 64,
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stack_max = 64,
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sunlight_propagates = true,
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sunlight_propagates = true,
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is_ground_content = false,
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is_ground_content = false,
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@ -39,26 +39,6 @@ minetest.register_node("mcl_core:void_top", {
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on_blast = function() end,
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on_blast = function() end,
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})
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})
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-- The deadly void way below bedrock. It hurts very much!
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minetest.register_node("mcl_core:void_deep", {
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description = "Deep Void",
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drawtype = "airlike",
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paramtype = "light",
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pointable = false,
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walkable = false,
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floodable = false,
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buildable_to = false,
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inventory_image = "default_barrier.png",
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wield_image = "default_barrier.png",
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stack_max = 64,
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sunlight_propagates = true,
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is_ground_content = false,
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groups = { not_in_creative_inventory = 1 },
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on_blast = function() end,
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-- Minecraft Wiki: 4 damage each 0.5 seconds
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damage_per_second = 8,
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})
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minetest.register_node("mcl_core:stone", {
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minetest.register_node("mcl_core:stone", {
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description = "Stone",
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description = "Stone",
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tiles = {"default_stone.png"},
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tiles = {"default_stone.png"},
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@ -479,8 +479,7 @@ minetest.register_on_generated(function(minp, maxp)
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local data = vm:get_data()
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local data = vm:get_data()
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local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
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local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
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local c_bedrock = minetest.get_content_id("mcl_core:bedrock")
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local c_bedrock = minetest.get_content_id("mcl_core:bedrock")
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local c_void_top = minetest.get_content_id("mcl_core:void_top")
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local c_void = minetest.get_content_id("mcl_core:void")
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local c_void_deep = minetest.get_content_id("mcl_core:void_deep")
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local c_air = minetest.get_content_id("air")
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local c_air = minetest.get_content_id("air")
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for y = minp.y, math.min(maxp.y, BEDROCK_MAX) do
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for y = minp.y, math.min(maxp.y, BEDROCK_MAX) do
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@ -503,10 +502,8 @@ minetest.register_on_generated(function(minp, maxp)
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elseif y == BEDROCK_MAX -4 then
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elseif y == BEDROCK_MAX -4 then
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-- 100%
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-- 100%
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setdata = c_bedrock
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setdata = c_bedrock
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elseif y < BEDROCK_MIN and y > BEDROCK_MIN - 64 then
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elseif y < BEDROCK_MIN then
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setdata = c_void_top
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setdata = c_void
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elseif y <= BEDROCK_MIN - 64 then
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setdata = c_void_deep
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end
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end
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if setdata then
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if setdata then
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data[p_pos] = setdata
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data[p_pos] = setdata
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@ -115,6 +115,20 @@ minetest.register_globalstep(function(dtime)
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end
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end
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-- Apply black sky in the Void and deal Void damage
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if pos.y < -64 then
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-- Player reached the void, set black sky box
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player:set_sky("#000000", "plain")
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else
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player:set_sky(nil, "regular")
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end
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if pos.y < -64 -64 then
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-- Player is deep into the void, deal void damage
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if player:get_hp() > 0 then
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player:set_hp(player:get_hp() - 4)
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end
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end
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end
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end
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end)
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end)
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