forked from VoxeLibre/VoxeLibre
Removed debug code and replaced mcl_weather.is_underwater
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331eabb80f
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@ -258,7 +258,6 @@ local function get_liquid_height(pos, pos_offset)
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else
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else
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pos_origin = pos
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pos_origin = pos
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end
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end
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minetest.debug("pos_origin:", pos_origin)
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local corner_heights = get_liquid_corner_heights(pos_origin)
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local corner_heights = get_liquid_corner_heights(pos_origin)
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if corner_heights == nil then return end
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if corner_heights == nil then return end
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-- order: -+ ++ +- --
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-- order: -+ ++ +- --
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@ -266,7 +265,6 @@ local function get_liquid_height(pos, pos_offset)
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local height_centre, height_x, height_z
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local height_centre, height_x, height_z
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if pos_offset.x + pos_offset.z > 0 then
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if pos_offset.x + pos_offset.z > 0 then
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-- first triangle
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-- first triangle
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minetest.debug(dump(pos_offset))
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pos_offset = vector.subtract({x=0.5, y=0, z=0.5}, pos_offset)
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pos_offset = vector.subtract({x=0.5, y=0, z=0.5}, pos_offset)
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height_centre = corner_heights[2]
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height_centre = corner_heights[2]
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height_x = corner_heights[1]
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height_x = corner_heights[1]
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@ -175,7 +175,7 @@ function mcl_weather.rain.make_weather()
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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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local pos=player:get_pos()
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local pos=player:get_pos()
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if mcl_weather.is_underwater(player) or not mcl_weather.has_rain(pos) then
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if mcl_player.is_head_in_water(player) or not mcl_weather.has_rain(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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mcl_weather.remove_spawners_player(player)
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if mcl_worlds.has_weather(pos) then
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if mcl_worlds.has_weather(pos) then
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@ -154,6 +154,7 @@ mcl_weather.skycolor = {
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local has_weather = (mcl_worlds.has_weather(pos) and (mcl_weather.state == "snow" or mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_snow(pos)) or ((mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_rain(pos))
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local has_weather = (mcl_worlds.has_weather(pos) and (mcl_weather.state == "snow" or mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_snow(pos)) or ((mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_rain(pos))
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local name = player:get_player_name()
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local name = player:get_player_name()
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local head_liquid = mcl_playerinfo[name].head_submerged_in
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local head_liquid = mcl_playerinfo[name].head_submerged_in
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minetest.debug("updating sky color for liquid:", head_liquid)
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if head_liquid and minetest.get_item_group(head_liquid, "water") > 0 then
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if head_liquid and minetest.get_item_group(head_liquid, "water") > 0 then
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local biome_index = minetest.get_biome_data(player:get_pos()).biome
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local biome_index = minetest.get_biome_data(player:get_pos()).biome
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local biome_name = minetest.get_biome_name(biome_index)
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local biome_name = minetest.get_biome_name(biome_index)
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@ -108,21 +108,6 @@ function mcl_weather.is_outdoor(pos)
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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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-- checks if player is undewater. This is needed in order to
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-- turn off weather particles generation.
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function mcl_weather.is_underwater(player)
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local ppos = player:get_pos()
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local offset = player:get_eye_offset()
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local player_eye_pos = {x = ppos.x + offset.x,
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y = ppos.y + offset.y + 1.5,
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z = ppos.z + offset.z}
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local node_level = minetest.get_node_level(player_eye_pos)
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if node_level == 8 or node_level == 7 then
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return true
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end
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return false
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end
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local t, wci = 0, mcl_weather.check_interval
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local t, wci = 0, mcl_weather.check_interval
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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@ -91,7 +91,7 @@ local function get_player_nodes(player)
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part_pos = get_playerpart_pos("head", player_pos, collisionbox, eye_height)
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part_pos = get_playerpart_pos("head", player_pos, collisionbox, eye_height)
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infotable.node_head = node_ok(part_pos).name
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infotable.node_head = node_ok(part_pos).name
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infotable.head_submerged_in = get_head_submerged_node(part_pos)
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infotable.head_submerged_in = get_head_submerged_node(part_pos)
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minetest.debug("player " .. player:get_player_name() .. " has head submerged in:", infotable.head_submerged_in)
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minetest.debug("Head in:", infotable.head_submerged_in)
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part_pos = get_playerpart_pos("head_top", player_pos, collisionbox, eye_height)
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part_pos = get_playerpart_pos("head_top", player_pos, collisionbox, eye_height)
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infotable.node_head_top = node_ok(part_pos).name
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infotable.node_head_top = node_ok(part_pos).name
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@ -105,13 +105,6 @@ local function get_player_nodes(player)
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return infotable
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return infotable
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end
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end
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minetest.register_entity("mcl_playerinfo:debug_marker", { initial_properties = {
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visual = "sprite",
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textures = {"mcl_crimson_warped_fence_top.png"},
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pointable = false,
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visual_size = {x = 0.1, y = 0.1, z = 0.1},
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}})
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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