forked from Mineclonia/Mineclonia
Fix weather sky color issues
But also disable void blackness
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6d9eeb24ec
commit
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@ -25,19 +25,16 @@ local rng = PcgRandom(32321123312123)
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local ps = {}
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local ps = {}
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local ttl = 1
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local ttl = 1
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local revertsky = function()
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local revertsky = function(dtime)
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if ttl == 0 then
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if ttl == 0 then
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return
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return
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end
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end
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ttl = ttl - 1
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ttl = ttl - dtime
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if ttl > 0 then
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if ttl > 0 then
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return
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return
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end
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end
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for key, entry in pairs(ps) do
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skycolor.remove_layer("lightning")
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local sky = entry.sky
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entry.p:set_sky(sky.bgcolor, sky.type, sky.textures)
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end
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ps = {}
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ps = {}
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end
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end
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@ -139,7 +136,8 @@ lightning.strike = function(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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if ps[name] == nil then
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if ps[name] == nil then
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ps[name] = {p = player, sky = sky}
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ps[name] = {p = player, sky = sky}
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player:set_sky(0xffffff, "plain", {})
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skycolor.add_layer("lightning", {{r=255,g=255,b=255}})
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skycolor.active = 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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@ -122,12 +122,15 @@ 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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-- Apply black sky in the Void and deal Void damage
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--[[ DISABLED because of conflicts with weater_pack.
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TODO: The sky color handling needs a major rework.
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if pos.y < mcl_vars.bedrock_overworld_max then
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if pos.y < mcl_vars.bedrock_overworld_max then
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-- Player reached the void, set black sky box
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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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player:set_sky("#000000", "plain")
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else
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else
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player:set_sky(nil, "regular")
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player:set_sky(nil, "regular")
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end
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end
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]]
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if pos.y < mcl_vars.bedrock_overworld_min - 65 then
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if pos.y < mcl_vars.bedrock_overworld_min - 65 then
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-- Player is deep into the void, deal void damage
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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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if player:get_hp() > 0 then
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