From 0cb72cdbabb013c9822dbc2cd5a597f186037764 Mon Sep 17 00:00:00 2001 From: epCode Date: Tue, 16 Feb 2021 17:32:41 -0800 Subject: [PATCH] Updates --- mods/CORE/mcl_explosions/init.lua | 10 +++------- mods/ENTITIES/mobs_mc/creeper.lua | 2 +- .../locale/mcl_doc_basics.fr.tr | 2 +- .../models/mcl_chests_chest_double.b3d | Bin 10342 -> 6074 bytes .../mcl_mobitems/locale/mcl_mobitems.fr.tr | 4 ++-- .../mcl_potions/locale/mcl_potions.fr.tr | 8 ++++---- mods/MISC/mcl_temp_helper_recipes/init.lua | 14 -------------- mods/PLAYER/mcl_player/init.lua | 4 +++- mods/PLAYER/mcl_playerplus/init.lua | 14 ++++++-------- mods/PLAYER/wieldview/init.lua | 10 +++------- 10 files changed, 23 insertions(+), 45 deletions(-) diff --git a/mods/CORE/mcl_explosions/init.lua b/mods/CORE/mcl_explosions/init.lua index b23489861..7607ecf0d 100644 --- a/mods/CORE/mcl_explosions/init.lua +++ b/mods/CORE/mcl_explosions/init.lua @@ -255,9 +255,9 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher) local z_len = math.abs(z2 - z1) -- Move object position to the center of its bounding box - opos.x = opos.x + x1 + x2 - opos.y = opos.y + y1 + y2 - opos.z = opos.z + z1 + z2 + opos.x = opos.x + 0.5 * (x1 + x2) + opos.y = opos.y + 0.5 * (y1 + y2) + opos.z = opos.z + 0.5 * (z1 + z2) -- Count number of rays from collision box which are unobstructed local count = N_EXPOSURE_RAYS @@ -441,10 +441,6 @@ function mcl_explosions.explode(pos, strength, info, puncher) info.max_blast_resistance = INDESTRUCT_BLASTRES end - -- For backwards compatibility - if info.no_particle then info.particles = false end - if info.no_sound then info.sound = false end - -- Dont do drops in creative mode if minetest.is_creative_enabled("") then info.drop_chance = 0 diff --git a/mods/ENTITIES/mobs_mc/creeper.lua b/mods/ENTITIES/mobs_mc/creeper.lua index ab0bca9d6..9ee9e9d24 100644 --- a/mods/ENTITIES/mobs_mc/creeper.lua +++ b/mods/ENTITIES/mobs_mc/creeper.lua @@ -158,7 +158,7 @@ mobs:register_mob("mobs_mc:creeper_charged", { runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" }, attack_type = "explode", - explosion_strength = 5, + explosion_strength = 6, explosion_radius = 8, explosion_damage_radius = 8, explosiontimer_reset_radius = 6, diff --git a/mods/HELP/mcl_doc_basics/locale/mcl_doc_basics.fr.tr b/mods/HELP/mcl_doc_basics/locale/mcl_doc_basics.fr.tr index d6edcfb64..98fcd81b3 100644 --- a/mods/HELP/mcl_doc_basics/locale/mcl_doc_basics.fr.tr +++ b/mods/HELP/mcl_doc_basics/locale/mcl_doc_basics.fr.tr @@ -241,7 +241,7 @@ In some games, the minimap may be disabled.=Dans certains jeux, la minicarte peu • Toggle minimap rotation mode: [Shift]+[F9]=• Basculer le mode de rotation de la mini-carte: [Shift]+[F9] Inventory=Inventaire Inventories are used to store item stacks. There are other uses, such as crafting. An inventory consists of a rectangular grid of item slots. Each item slot can either be empty or hold one item stack. Item stacks can be moved freely between most slots.=Les stocks sont utilisés pour stocker des piles d'articles. Il existe d'autres utilisations, telles que l'artisanat. Un inventaire se compose d'une grille rectangulaire d'emplacements d'objets. Chaque emplacement d'objet peut être vide ou contenir une pile d'objets. Les piles d'objets peuvent être déplacées librement entre la plupart des emplacements. -You have your own inventory which is called your “player inventory”, you can open it with the inventory key (default: [I]). The first inventory slots are also used as slots in your hotbar.=Vous avez votre propre inventaire qui s'appelle votre "inventaire de joueur", vous pouvez l'ouvrir avec la clé d'inventaire (par défaut: [I]). Les premiers emplacements d'inventaire sont également utilisés comme emplacements dans votre hotbar. +You have your own inventory which is called your “player inventory”, you can open it with the inventory key (default: [I]). The first inventory slots are also used as slots in your hotbar.=Vous avez votre propre inventaire qui s'appelle votre "inventaire de joueur", vous pouvez l'ouvrir avec la touche d'inventaire (par défaut: [I]). Les premiers emplacements d'inventaire sont également utilisés comme emplacements dans votre hotbar. Blocks can also have their own inventory, e.g. chests and furnaces.=Les blocs peuvent également avoir leur propre inventaire, par exemple coffres et fours. Inventory controls:=Contrôles d'inventaire: Taking: You can take items from an occupied slot if the cursor holds nothing.=Prendre: vous pouvez prendre des objets dans un emplacement occupé si le curseur ne contient rien. diff --git a/mods/ITEMS/mcl_chests/models/mcl_chests_chest_double.b3d b/mods/ITEMS/mcl_chests/models/mcl_chests_chest_double.b3d index 86c44bfeb96b2de946ffe210f23c56910567d2ca..8d79b8ff79a0c3af2eb9fbd211c391404b8fbca9 100644 GIT binary patch literal 6074 zcma)AS!|U>6ds@;$fkgl-AgH}l(x5J>B2pi(t?CgVvC>;2#PEr2n~ghu(T7RF^cg4 zMK)11@?cQX@*@dCY0<a0{8+~QY95nS5D#9?{C~(y=F>IPA=P;+NyXkpjueU7nYV)afB6XR#tC{ zY_6(Wxe-u6I(~1#1!a{_UV2#KEUs8o*{7Gp#tgc$X70*wDvVvB{39PWPWX0UBq}G8lG1;J>V!5Vv@FL3Z5X%Uki91D_JU2fp!(QM?|dl@c8BEsppOm-vbC z9FF0}x8J+?!2S4f%+KKD@LMs92jY_(AGjYso(fMDKad}Pe92E;oAFKl{P7*`)|V{5 zn4iTH?2kYHB=Pp1=(n}44_c7I%cf&2XGB)=G6@WlCT#eM$S_-=o} zPvLJM|33fP@iXcAmqp6YW=7tnm-l|&j{mAyslzjYXT0)fEAH|KTo+q>#X&hgZhn}Z z;D~Q=mmlB~KQSKX^||rw_bxtgKYk4JGkAdisud5!5AYwjA3v4~PZd9qp8)@xY<~Rs zCcgpx19#&m!&Aghxj$H6vi%LLztQba+xgr4Iy}-Qza8ffT&d3ah4?<+$^NzC{`xxZ zzp~$_TE8FP&d>2z*4J%Iev|sM_MPZmGS{$PD}|B!!oKPJmR?(cmuqEvypPyBVpHr$Q zYj0zt-;cE~YaiDB#zubt>!YlXunsgf`h!^?V;#iG&ph8oe;Dgf)*-CJjg9^&){(3u zSRXew`WdXFStG1tSYe|-j&&?+ChK@(qd$ptBI^X!Cyb3gUZ`2DlUcKkjee9BuhksZ zJY%Cjjddz(KI?R2qhH8cz&eAq$k^yJaTIT!e}ORxd>fZp3F|D@IO}Xy*yzt;En_WZ zooj6LXO+)efV@JGFQuwV@K!G6AJ=Wz5_lzlGU6B&U(&R7`!bq;bpr-9f|oOow6MG^ z-qrr*SYUqw8z5=Y_-sHI%z%Iu5bQn#tbl+a5U>McXA5>fz!V5r0s$K!U8;gz`0KER?S~hoOAUSq2@`!19(DkzJ_pH$}!RbmvA zxb=T2I%C%FxCHoX_rH`Eo6_=Fy+6{X60~iV&?F~Zlbl{naxyi^snaAUN|T%xO>z=6 z3ClGJgEa{|H3{=H39B>-V>AgHG|5hDl3mm!JETdnuSqhiNwTI%GNMVUgeIvHnxsl- zk}9D|s)Qz~5}Kq+Xp$rAo+~1h!NOd7HqNDj{zZ*it3r zjRIS$guGE;OO;Scs)W2r@VitAd8fdhjXx}<()e!{bmtg*u4xlh3By13Xv@D90sh%4 z5%g_ospV;Dx^t#$UdEXo-czTh)8IK#!$oCz?ZV5PpN)uJAGreN(6lo8@>hAb=fyg z7kR}GYH9YtyG6E2wD(2)pVqFbe>=O#`#Dxik)ekgY?ZLSHV5z>*?h7-cS)glHNA!^ zb#sHQ64n)T{&axioC+xwe-ftv&FVbSl{5< zwod3C-Sg!Pujbx1y19F5%vK5Ois&l=()0d0r_^(;!E_1%YxVV>t=fYMAI|n;o OeAC|7Rtf8yEbjlLThJQ- literal 10342 zcmeHMU1(fI6rSd%Q5$~~ZIyx&lolx^?v3=N*}1NX8f==HM6n_@1foLIG}eTQf>}f~ z1yRs~1-10W2V2D^l_Hhyt}Q}ZOx2f~B8U$Lgi;i=R8bqxH)qby-P@b&px{s43)8uC zzi-Z*b7toBoNOi&v~60c)FP!+ru+V$)zq8!ZKF>jHX3JjX=4TfYL1@uU2W~l zNkVs5S1-Oro(m@mh)M02D|P2+|A2h6{rr}<`?%z^q)_@_{ZQ*zK?z-`xjfkQT#9GM?-(-U*NmQ#!&PFF7^|K^%+n0 zZxNUCXXLy6h5cr};6^`ZAMld%0sMmf>Fw_5*=gG}R= zHEhLq*n}RoqKBR6VKaKzh8{MfhyCbbJ9^eNt6@9F@B@1I06lC)4{V_2cW9wHNhdEy3JI5%F z+ZZRsC~H5V&i)r-_DhV4auLrl=j6W4LCv>kgJTb_(GS0qvhlj;S0h)rpEYHJ+V_75 zx^ih!ZUGql60%boib6-(FwblACxhb@aYx^!2ARIf+rijp{JDxs5N{otgp?A~|UyvUpM#Z_1I}`J-#HctI`eNTs*?sG$ zeUlg!<%-`5vGX7?O1Q#<4)Jp)F)E3Bg3fPEN~#`;agf zENjO9P!*X~z`4Ruf z`gtxGO4iRKp?Cgu1w&+hKFPmUKg`d&`Ne`l^q)_@_{ZQ*KGrX%pTP^s>!V;Q!F5DG z!hqumML*zTKVev(@nruN@p;Y{>^JiThkZ%@ThRXhUqN+oB`Y`qm4eDI(UoMy$7hnP z_;4jz@!?9c;=`3>#fK}&iVs(k6(6o7D?VIFR(!aUtoU#xS@GdYvf{&)WW|Ro$%+s6 zuNPDo*B^a+61+-5RVk<{1yxr6Lj_d|aV_%v`GRWt({;Hs!;`wde%d6YFCBhEH#XE3 zNcdW%_Ot@uySY9T{Gm^lh7QlJ6?|$N|H1{lYH~2o$}tZ4fu8Md>zK*Of^3&z;a`GeoG3&E`3gkc55Av=5%=!*@_ATV!$ozc5{uuoi zkZ=4WxZ6J;{oMYEes2An#J}eJ$o@G00#}O8$2|VU`iv+0w}_kbC-NivEAz{p&jszT z6jc0c9QNYB_}5?PT`8z41y!Y>;$LGc1r;K~zw1}@N []= [] + []= [] Add a status effect to yourself. Arguments: : name of status effect, e.g. poison. : duration in seconds. : effect strength multiplier (1 @= 100%)=Ajoutez-vous un effet de statut. Arguments: : nom de l'effet de statut, par ex. poison. : durée en secondes. : multiplicateur de force d'effet (1 @ = 100%) @@ -46,17 +46,17 @@ Drinking a potion gives you a particular effect.=Boire une potion vous donne un 1 HP/@1s | @2=1 HP/@1s | @2 @1 HP=@1 HP @1 Potion=Potion @1 -Splash @1 Potion=Potion @1 jettable +Splash @1 Potion=Potion @1 jetable Lingering @1 Potion=Potion @1 persistante Arrow of @1=Flêche de @1 II= II IV= IV @1 Potion@2=@1 Potion@2 -Splash @1@2 Potion=Potion @1@2 jettable +Splash @1@2 Potion=Potion @1@2 jetable Lingering @1@2 Potion=Potion @1@2 persistante Arrow of @1@2=Flêche de @1@2 @1 + Potion=@1 + Potion -Splash @1 + Potion=Potion @1 + jettable +Splash @1 + Potion=Potion @1 + jetable Lingering @1 + Potion=Potion @1 + persistante Arrow of @1 +=Flêche de @1 + Awkward Potion=Potion étrange diff --git a/mods/MISC/mcl_temp_helper_recipes/init.lua b/mods/MISC/mcl_temp_helper_recipes/init.lua index f9a6ec0e9..d1262cb2c 100644 --- a/mods/MISC/mcl_temp_helper_recipes/init.lua +++ b/mods/MISC/mcl_temp_helper_recipes/init.lua @@ -30,15 +30,6 @@ minetest.register_craft({ recipe = { "mcl_ocean:prismarine_shard", "mcl_ocean:prismarine_shard", "mcl_ocean:prismarine_shard", "mcl_core:gold_ingot" }, }) -minetest.register_craft({ - output = "mcl_mobitems:shulker_shell", - recipe = { - { "mcl_end:purpur_block", "mcl_end:purpur_block", "mcl_end:purpur_block", }, - { "mcl_end:purpur_block", "mcl_core:goldblock", "mcl_end:purpur_block", }, - { "mcl_end:purpur_block", "", "mcl_end:purpur_block", }, - } -}) - minetest.register_craft({ output = "mcl_armor:helmet_chain", recipe = { @@ -112,11 +103,6 @@ minetest.register_craft({ }, }) -minetest.register_craft({ - output = "mcl_core:gold_ingot 9", - recipe = {{ "mcl_core:emerald" }}, -}) - minetest.register_craft({ output = "mcl_potions:dragon_breath 3", recipe = { diff --git a/mods/PLAYER/mcl_player/init.lua b/mods/PLAYER/mcl_player/init.lua index 262182e4a..5e36b6404 100644 --- a/mods/PLAYER/mcl_player/init.lua +++ b/mods/PLAYER/mcl_player/init.lua @@ -154,8 +154,10 @@ minetest.register_globalstep(function(dtime) animation_speed_mod = animation_speed_mod / 2 end + -- ask if player is in a place which he should crawl + node_in_feet = minetest.registered_nodes[mcl_playerinfo[name].node_feet] -- ask if player is swiming - standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 + standing_on_water = minetest.get_item_group(mcl_playerinfo[name].node_feet, "water") ~= 0 diff --git a/mods/PLAYER/mcl_playerplus/init.lua b/mods/PLAYER/mcl_playerplus/init.lua index 64ba2ff47..e588c7dad 100644 --- a/mods/PLAYER/mcl_playerplus/init.lua +++ b/mods/PLAYER/mcl_playerplus/init.lua @@ -26,7 +26,11 @@ minetest.register_globalstep(function(dtime) -- controls head bone local pitch = degrees(player:get_look_vertical()) * -1 - local node_in_feet = minetest.registered_nodes[mcl_playerinfo[name].node_feet] + if string.find(player:get_wielded_item():get_name(), "mcl_bows:crossbow") and controls.RMB then + playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:crossbow_walking", tonumber(minetest.settings:get("movement_speed_crouch")) / tonumber(minetest.settings:get("movement_speed_walk"))) + else + playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:crossbow_walking") + end -- controls right and left arms pitch when shooting a bow or punching if string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and not controls.up and not controls.down and not controls.left and not controls.right and not minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 then @@ -46,19 +50,13 @@ minetest.register_globalstep(function(dtime) player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0)) end - if string.find(player:get_wielded_item():get_name(), "mcl_bows:crossbow") and controls.RMB then - playerphysics.add_physics_factor(player, "speed", "mcl_playerplus:crossbow_walking", tonumber(minetest.settings:get("movement_speed_crouch")) / tonumber(minetest.settings:get("movement_speed_walk"))) - else - playerphysics.remove_physics_factor(player, "speed", "mcl_playerplus:crossbow_walking") - end - if controls.sneak and player:get_attach() == nil then -- controls head pitch when sneaking player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0)) -- sets eye height, and nametag color accordingly player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }}) - elseif minetest.get_item_group(mcl_playerinfo[name].node_stand, "water") ~= 0 and player:get_attach() == nil then + elseif minetest.get_item_group(mcl_playerinfo[name].node_feet, "water") ~= 0 and player:get_attach() == nil then -- controls head pitch when swiming player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0)) -- sets eye height, and nametag color accordingly diff --git a/mods/PLAYER/wieldview/init.lua b/mods/PLAYER/wieldview/init.lua index 7835cc38f..dab577fa8 100644 --- a/mods/PLAYER/wieldview/init.lua +++ b/mods/PLAYER/wieldview/init.lua @@ -74,13 +74,9 @@ minetest.register_on_joinplayer(function(player) end, player) end) -minetest.register_globalstep(function(dtime) - time = time + dtime - if time > update_time then - for _,player in ipairs(minetest.get_connected_players()) do - wieldview:update_wielded_item(player) - end - time = 0 +minetest.register_globalstep(function() + for _,player in ipairs(minetest.get_connected_players()) do + wieldview:update_wielded_item(player) end end)