forked from VoxeLibre/VoxeLibre
Remove unused connects_to from fence gate function
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@ -18,7 +18,7 @@ The full itemstring of the new fence node.
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Notes: Fences will always have the group `fence=1`. They will always connect to solid nodes (group `solid=1`).
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## `mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close)`
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## `mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups, sounds, sound_open, sound_close)`
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Adds a fence gate without crafting recipe. This will create 2 nodes.
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### Parameters
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@ -26,7 +26,6 @@ Adds a fence gate without crafting recipe. This will create 2 nodes.
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* `fence_gate_name`: User-visible name (`description`)
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* `texture`: Texture to apply on the fence gate (all sides)
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* `groups`: Table of groups to which the fence gate belongs to
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* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `sounds`: Node sound table for the fence gate
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* `sound_open`: Sound to play when opening fence gate (optional, default is wooden sound)
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* `sound_close`: Sound to play when closing fence gate (optional, default is wooden sound)
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@ -48,7 +47,7 @@ This will register 3 nodes in total without crafting recipes.
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* `fence_gate_name`: User-visible name (`description`) of the fence gate
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* `texture`: Texture to apply on the fence and fence gate (all sides)
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* `groups`: Table of groups to which the fence and fence gate belong to
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* `connects_to`: Table of nodes (itemstrings) to which the fence and fence gate will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `sounds`: Node sound table for the fence and the fence gate
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* `sound_open`: Sound to play when opening fence gate (optional, default is wooden sound)
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* `sound_close`: Sound to play when closing fence gate (optional, default is wooden sound)
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@ -64,7 +64,7 @@ mcl_fences.register_fence = function(id, fence_name, texture, groups, connects_t
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return fence_id
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end
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mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close, sound_gain)
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mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups, sounds, sound_open, sound_close, sound_gain)
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local meta2
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local state2 = 0
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@ -103,10 +103,6 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups,
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if groups == nil then groups = {} end
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groups.fence_gate = 1
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groups.deco_block = 1
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if connects_to == nil then connects_to = {} end
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table.insert(connects_to, "group:solid")
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table.insert(connects_to, "group:fence_gate")
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table.insert(connects_to, fence_id)
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groups.mesecon_effector_on = 1
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groups.fence_gate = 1
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@ -213,7 +209,7 @@ end
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mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close)
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local fence_id = mcl_fences.register_fence(id, fence_name, texture, groups, connects_to, sounds)
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local gate_id, open_gate_id = mcl_fences.register_fence_gate(id, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close)
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local gate_id, open_gate_id = mcl_fences.register_fence_gate(id, fence_gate_name, texture, groups, sounds, sound_open, sound_close)
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return fence_id, gate_id, open_gate_id
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end
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