Don't respawn on bed if bed is missing or blocked
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@ -228,7 +228,9 @@ function mcl_beds.on_rightclick(pos, player)
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if not mcl_beds.player[name] then
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if not mcl_beds.player[name] then
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lay_down(player, ppos, pos)
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lay_down(player, ppos, pos)
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if minetest.get_modpath("mcl_spawn") then
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if minetest.get_modpath("mcl_spawn") then
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mcl_spawn.set_spawn_pos(player, player:get_pos()) -- save respawn position when entering bed
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local spos = table.copy(pos)
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spos.y = spos.y + 0.1
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mcl_spawn.set_spawn_pos(player, spos) -- save respawn position when entering bed
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end
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end
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else
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else
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lay_down(player, nil, nil, false)
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lay_down(player, nil, nil, false)
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@ -33,8 +33,23 @@ end
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minetest.register_on_respawnplayer(function(player)
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minetest.register_on_respawnplayer(function(player)
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local pos = mcl_spawn.get_spawn_pos(player)
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local pos = mcl_spawn.get_spawn_pos(player)
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if pos then
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if pos then
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player:set_pos(pos)
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-- Check if bed is still there
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return true
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-- and the spawning position is free of solid or damaging blocks.
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local node_bed = minetest.get_node(pos)
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local node_up1 = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
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local node_up2 = minetest.get_node({x=pos.x,y=pos.y+2,z=pos.z})
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local bgroup = minetest.get_item_group(node_bed.name, "bed")
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local def1 = minetest.registered_nodes[node_up1.name]
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local def2 = minetest.registered_nodes[node_up2.name]
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if (bgroup == 1 or bgroup == 2) and
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(not def1.walkable) and (not def2.walkable) and
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(def1.damage_per_second == nil or def2.damage_per_second <= 0) and
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(def1.damage_per_second == nil or def2.damage_per_second <= 0) then
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player:set_pos(pos)
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return true
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else
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minetest.chat_send_player(player:get_player_name(), "Your spawn bed was missing or blocked.")
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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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