forked from VoxeLibre/VoxeLibre
tweak collapsing behavior
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parent
ab9a22d7af
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@ -23,6 +23,8 @@ minetest.register_node("mcl_scaffolding:scaffolding", {
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is_ground_content = false,
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is_ground_content = false,
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walkable = false,
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walkable = false,
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climbable = true,
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climbable = true,
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physical = true,
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node_placement_prediction = "",
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groups = { handy=1, axey=1, flammable=3, building_block=1, material_wood=1, fire_encouragement=5, fire_flammability=20, falling_node = 1 },
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groups = { handy=1, axey=1, flammable=3, building_block=1, material_wood=1, fire_encouragement=5, fire_flammability=20, falling_node = 1 },
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sounds = mcl_sounds.node_sound_wood_defaults(),
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sounds = mcl_sounds.node_sound_wood_defaults(),
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_mcl_blast_resistance = 0,
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_mcl_blast_resistance = 0,
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@ -67,10 +69,11 @@ minetest.register_node("mcl_scaffolding:scaffolding", {
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until cn.name ~= node.name or h >= 32
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until cn.name ~= node.name or h >= 32
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end,
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end,
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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local apos = vector.offset(pos,0,1,0)
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repeat
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if oldnode.name == minetest.get_node(apos).name then
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minetest.set_node(pos,{name="air"})
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minetest.check_for_falling(apos)
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minetest.add_item(pos,"mcl_scaffolding:scaffolding")
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end
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pos = vector.offset(pos,0,1,0)
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until oldnode.name ~= minetest.get_node(pos).name
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end,
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end,
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})
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})
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