Resolved merge conflict

This commit is contained in:
the-real-herowl 2023-10-12 23:11:45 +02:00 committed by the-real-herowl
parent 4501516bed
commit 6d055eba82
1 changed files with 1 additions and 703 deletions

View File

@ -1,21 +1,5 @@
local EF = {} local EF = {}
<<<<<<< HEAD
EF.invisible = {}
EF.poisoned = {}
EF.regenerating = {}
EF.strong = {}
EF.weak = {}
EF.water_breathing = {}
EF.leaping = {}
EF.swift = {} -- for swiftness AND slowness
EF.night_vision = {}
EF.fire_proof = {}
EF.bad_omen = {}
EF.withering = {}
=======
local registered_effects = {} local registered_effects = {}
>>>>>>> df28ce66d (General effects API overhaul)
local EFFECT_TYPES = 0 local EFFECT_TYPES = 0
minetest.register_on_mods_loaded(function() minetest.register_on_mods_loaded(function()
@ -368,19 +352,11 @@ mcl_potions.register_effect({
local icon_ids = {} local icon_ids = {}
local function potions_set_hudbar(player) local function potions_set_hudbar(player)
<<<<<<< HEAD
if EF.withering[player] and EF.regenerating[player] then
hb.change_hudbar(player, "health", nil, nil, "mcl_potions_icon_regen_wither.png", nil, "hudbars_bar_health.png")
elseif EF.withering[player] then
hb.change_hudbar(player, "health", nil, nil, "mcl_potions_icon_wither.png", nil, "hudbars_bar_health.png")
elseif EF.poisoned[player] and EF.regenerating[player] then
=======
if EF.withering[player] and EF.regeneration[player] then if EF.withering[player] and EF.regeneration[player] then
hb.change_hudbar(player, "health", nil, nil, "mcl_potions_icon_regen_wither.png", nil, "hudbars_bar_health.png") hb.change_hudbar(player, "health", nil, nil, "mcl_potions_icon_regen_wither.png", nil, "hudbars_bar_health.png")
elseif EF.withering[player] then elseif EF.withering[player] then
hb.change_hudbar(player, "health", nil, nil, "mcl_potions_icon_wither.png", nil, "hudbars_bar_health.png") hb.change_hudbar(player, "health", nil, nil, "mcl_potions_icon_wither.png", nil, "hudbars_bar_health.png")
elseif EF.poison[player] and EF.regeneration[player] then elseif EF.poison[player] and EF.regeneration[player] then
>>>>>>> df28ce66d (General effects API overhaul)
hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_regen_poison.png", nil, "hudbars_bar_health.png") hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_regen_poison.png", nil, "hudbars_bar_health.png")
elseif EF.poison[player] then elseif EF.poison[player] then
hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_health_poison.png", nil, "hudbars_bar_health.png") hb.change_hudbar(player, "health", nil, nil, "hbhunger_icon_health_poison.png", nil, "hudbars_bar_health.png")
@ -479,285 +455,6 @@ minetest.register_globalstep(function(dtime)
end end
end end
end end
<<<<<<< HEAD
-- Check for withering players
for player, vals in pairs(EF.withering) do
is_player = player:is_player()
entity = player:get_luaentity()
EF.withering[player].timer = EF.withering[player].timer + dtime
EF.withering[player].hit_timer = (EF.withering[player].hit_timer or 0) + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#000000") end
if EF.withering[player].hit_timer >= EF.withering[player].step then
if is_player or entity then mcl_util.deal_damage(player, 1, {type = "magic"}) end
if EF.withering[player] then EF.withering[player].hit_timer = 0 end
end
if EF.withering[player] and EF.withering[player].timer >= EF.withering[player].dur then
EF.withering[player] = nil
if is_player then
meta = player:get_meta()
meta:set_string("_is_withering", minetest.serialize(EF.withering[player]))
potions_set_hud(player)
end
end
end
-- Check for poisoned players
for player, vals in pairs(EF.poisoned) do
is_player = player:is_player()
entity = player:get_luaentity()
EF.poisoned[player].timer = EF.poisoned[player].timer + dtime
EF.poisoned[player].hit_timer = (EF.poisoned[player].hit_timer or 0) + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#4E9331") end
if EF.poisoned[player].hit_timer >= EF.poisoned[player].step then
if mcl_util.get_hp(player) - 1 > 0 then
mcl_util.deal_damage(player, 1, {type = "magic"})
end
EF.poisoned[player].hit_timer = 0
end
if EF.poisoned[player] and EF.poisoned[player].timer >= EF.poisoned[player].dur then
EF.poisoned[player] = nil
if is_player then
meta = player:get_meta()
meta:set_string("_is_poisoned", minetest.serialize(EF.poisoned[player]))
potions_set_hud(player)
end
end
end
-- Check for regenerating players
for player, vals in pairs(EF.regenerating) do
is_player = player:is_player()
entity = player:get_luaentity()
EF.regenerating[player].timer = EF.regenerating[player].timer + dtime
EF.regenerating[player].heal_timer = (EF.regenerating[player].heal_timer or 0) + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#CD5CAB") end
if EF.regenerating[player].heal_timer >= EF.regenerating[player].step then
if is_player then
player:set_hp(math.min(player:get_properties().hp_max or 20, player:get_hp() + 1), { type = "set_hp", other = "regeneration" })
EF.regenerating[player].heal_timer = 0
elseif entity and entity.is_mob then
entity.health = math.min(entity.hp_max, entity.health + 1)
EF.regenerating[player].heal_timer = 0
else -- stop regenerating if not a player or mob
EF.regenerating[player] = nil
end
end
if EF.regenerating[player] and EF.regenerating[player].timer >= EF.regenerating[player].dur then
EF.regenerating[player] = nil
if is_player then
meta = player:get_meta()
meta:set_string("_is_regenerating", minetest.serialize(EF.regenerating[player]))
potions_set_hud(player)
end
end
end
-- Check for water breathing players
for player, vals in pairs(EF.water_breathing) do
if player:is_player() then
EF.water_breathing[player].timer = EF.water_breathing[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#2E5299") end
if player:get_breath() then
hb.hide_hudbar(player, "breath")
if player:get_breath() < 10 then player:set_breath(10) end
end
if EF.water_breathing[player].timer >= EF.water_breathing[player].dur then
meta = player:get_meta()
meta:set_string("_is_water_breathing", minetest.serialize(EF.water_breathing[player]))
EF.water_breathing[player] = nil
end
potions_set_hud(player)
else
EF.water_breathing[player] = nil
end
end
-- Check for leaping players
for player, vals in pairs(EF.leaping) do
if player:is_player() then
EF.leaping[player].timer = EF.leaping[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#22FF4C") end
if EF.leaping[player].timer >= EF.leaping[player].dur then
playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping")
EF.leaping[player] = nil
meta = player:get_meta()
meta:set_string("_is_leaping", minetest.serialize(EF.leaping[player]))
end
potions_set_hud(player)
else
EF.leaping[player] = nil
end
end
-- Check for swift players
for player, vals in pairs(EF.swift) do
if player:is_player() then
EF.swift[player].timer = EF.swift[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#7CAFC6") end
if EF.swift[player].timer >= EF.swift[player].dur then
playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness")
EF.swift[player] = nil
meta = player:get_meta()
meta:set_string("_is_swift", minetest.serialize(EF.swift[player]))
end
potions_set_hud(player)
else
EF.swift[player] = nil
end
end
-- Check for Night Vision equipped players
for player, vals in pairs(EF.night_vision) do
if player:is_player() then
EF.night_vision[player].timer = EF.night_vision[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#1F1FA1") end
if EF.night_vision[player].timer >= EF.night_vision[player].dur then
EF.night_vision[player] = nil
meta = player:get_meta()
meta:set_string("_is_cat", minetest.serialize(EF.night_vision[player]))
meta:set_int("night_vision", 0)
end
mcl_weather.skycolor.update_sky_color({player})
potions_set_hud(player)
else
EF.night_vision[player] = nil
end
end
-- Check for Fire Proof players
for player, vals in pairs(EF.fire_proof) do
if player:is_player() then
player = player or player:get_luaentity()
EF.fire_proof[player].timer = EF.fire_proof[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#E49A3A") end
if EF.fire_proof[player].timer >= EF.fire_proof[player].dur then
EF.fire_proof[player] = nil
meta = player:get_meta()
meta:set_string("_is_fire_proof", minetest.serialize(EF.fire_proof[player]))
end
potions_set_hud(player)
else
EF.fire_proof[player] = nil
end
end
-- Check for Weak players
for player, vals in pairs(EF.weak) do
if player:is_player() then
EF.weak[player].timer = EF.weak[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#484D48") end
if EF.weak[player].timer >= EF.weak[player].dur then
EF.weak[player] = nil
meta = player:get_meta()
meta:set_string("_is_weak", minetest.serialize(EF.weak[player]))
end
else
EF.weak[player] = nil
end
end
-- Check for Strong players
for player, vals in pairs(EF.strong) do
if player:is_player() then
EF.strong[player].timer = EF.strong[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#932423") end
if EF.strong[player].timer >= EF.strong[player].dur then
EF.strong[player] = nil
meta = player:get_meta()
meta:set_string("_is_strong", minetest.serialize(EF.strong[player]))
end
else
EF.strong[player] = nil
end
end
-- Check for Bad Omen
for player, vals in pairs(EF.bad_omen) do
is_player = player:is_player()
EF.bad_omen[player].timer = EF.bad_omen[player].timer + dtime
if player:get_pos() then mcl_potions._add_spawner(player, "#0b6138") end
if EF.bad_omen[player] and EF.bad_omen[player].timer >= EF.bad_omen[player].dur then
EF.bad_omen[player] = nil
if is_player then
meta = player:get_meta()
meta:set_string("_has_bad_omen", minetest.serialize(EF.bad_omen[player]))
potions_set_hud(player)
end
end
end
=======
>>>>>>> df28ce66d (General effects API overhaul)
end) end)
@ -776,24 +473,9 @@ end)
-- ╚══════╝░╚════╝░╚═╝░░╚═╝╚═════╝░╚═╝░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝ -- ╚══════╝░╚════╝░╚═╝░░╚═╝╚═════╝░╚═╝░░░░╚═════╝░╚═╝░░╚═╝░░░╚═╝░░░╚══════╝
function mcl_potions._clear_cached_player_data(player) function mcl_potions._clear_cached_player_data(player)
<<<<<<< HEAD
EF.invisible[player] = nil
EF.poisoned[player] = nil
EF.regenerating[player] = nil
EF.strong[player] = nil
EF.weak[player] = nil
EF.water_breathing[player] = nil
EF.leaping[player] = nil
EF.swift[player] = nil
EF.night_vision[player] = nil
EF.fire_proof[player] = nil
EF.bad_omen[player] = nil
EF.withering[player] = nil
=======
for name, effect in pairs(EF) do for name, effect in pairs(EF) do
effect[player] = nil effect[player] = nil
end end
>>>>>>> df28ce66d (General effects API overhaul)
meta = player:get_meta() meta = player:get_meta()
meta:set_int("night_vision", 0) meta:set_int("night_vision", 0)
@ -821,25 +503,9 @@ function mcl_potions._save_player_effects(player)
end end
meta = player:get_meta() meta = player:get_meta()
<<<<<<< HEAD
meta:set_string("_is_invisible", minetest.serialize(EF.invisible[player]))
meta:set_string("_is_poisoned", minetest.serialize(EF.poisoned[player]))
meta:set_string("_is_regenerating", minetest.serialize(EF.regenerating[player]))
meta:set_string("_is_strong", minetest.serialize(EF.strong[player]))
meta:set_string("_is_weak", minetest.serialize(EF.weak[player]))
meta:set_string("_is_water_breathing", minetest.serialize(EF.water_breathing[player]))
meta:set_string("_is_leaping", minetest.serialize(EF.leaping[player]))
meta:set_string("_is_swift", minetest.serialize(EF.swift[player]))
meta:set_string("_is_cat", minetest.serialize(EF.night_vision[player]))
meta:set_string("_is_fire_proof", minetest.serialize(EF.fire_proof[player]))
meta:set_string("_has_bad_omen", minetest.serialize(EF.bad_omen[player]))
meta:set_string("_is_withering", minetest.serialize(EF.withering[player]))
=======
for name, effect in pairs(registered_effects) do for name, effect in pairs(registered_effects) do
meta:set_string("mcl_potions:_EF_"..name, minetest.serialize(EF[name][player])) meta:set_string("mcl_potions:_EF_"..name, minetest.serialize(EF[name][player]))
end end
>>>>>>> df28ce66d (General effects API overhaul)
end end
function mcl_potions._load_player_effects(player) function mcl_potions._load_player_effects(player)
@ -918,50 +584,6 @@ function mcl_potions._load_player_effects(player)
effect.on_load(player, EF[name][player].factor) effect.on_load(player, EF[name][player].factor)
end end
end end
<<<<<<< HEAD
if minetest.deserialize(meta:get_string("_is_regenerating")) then
EF.regenerating[player] = minetest.deserialize(meta:get_string("_is_regenerating"))
end
if minetest.deserialize(meta:get_string("_is_strong")) then
EF.strong[player] = minetest.deserialize(meta:get_string("_is_strong"))
end
if minetest.deserialize(meta:get_string("_is_weak")) then
EF.weak[player] = minetest.deserialize(meta:get_string("_is_weak"))
end
if minetest.deserialize(meta:get_string("_is_water_breathing")) then
EF.water_breathing[player] = minetest.deserialize(meta:get_string("_is_water_breathing"))
end
if minetest.deserialize(meta:get_string("_is_leaping")) then
EF.leaping[player] = minetest.deserialize(meta:get_string("_is_leaping"))
end
if minetest.deserialize(meta:get_string("_is_swift")) then
EF.swift[player] = minetest.deserialize(meta:get_string("_is_swift"))
end
if minetest.deserialize(meta:get_string("_is_cat")) then
EF.night_vision[player] = minetest.deserialize(meta:get_string("_is_cat"))
end
if minetest.deserialize(meta:get_string("_is_fire_proof")) then
EF.fire_proof[player] = minetest.deserialize(meta:get_string("_is_fire_proof"))
end
if minetest.deserialize(meta:get_string("_has_bad_omen")) then
EF.bad_omen[player] = minetest.deserialize(meta:get_string("_has_bad_omen"))
end
if minetest.deserialize(meta:get_string("_is_withering")) then
EF.withering[player] = minetest.deserialize(meta:get_string("_is_withering"))
end
=======
>>>>>>> df28ce66d (General effects API overhaul)
end end
-- Returns true if player has given effect -- Returns true if player has given effect
@ -1144,7 +766,7 @@ end
-- ╚═╝░░░░░░╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝╚═════╝░ -- ╚═╝░░░░░░╚═════╝░╚═╝░░╚══╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝╚═════╝░
local function target_valid(object, name) local function target_valid(object, name)
if object:get_hp() <= 0 then return false end if not object or object:get_hp() <= 0 then return false end
local entity = object:get_luaentity() local entity = object:get_luaentity()
if entity and entity.is_boss then return false end if entity and entity.is_boss then return false end
@ -1193,13 +815,7 @@ function mcl_potions.give_effect_by_level(name, object, level, duration)
end end
function mcl_potions.healing_func(player, hp) function mcl_potions.healing_func(player, hp)
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end if not player or player:get_hp() <= 0 then return false end
=======
if player:get_hp() <= 0 then return false end
>>>>>>> df28ce66d (General effects API overhaul)
local obj = player:get_luaentity() local obj = player:get_luaentity()
if obj and obj.harmed_by_heal then hp = -hp end if obj and obj.harmed_by_heal then hp = -hp end
@ -1225,103 +841,6 @@ function mcl_potions.healing_func(player, hp)
end end
end end
<<<<<<< HEAD
function mcl_potions.swiftness_func(player, factor, duration)
if not player or player:get_hp() <= 0 then return false end
local entity = player:get_luaentity()
if entity and entity.is_boss then return false end
if not player:get_meta() then
return false
end
if not EF.swift[player] then
EF.swift[player] = {dur = duration, timer = 0, is_slow = factor < 1}
playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor)
else
local victim = EF.swift[player]
playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor)
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
victim.is_slow = factor < 1
end
if player:is_player() then
potions_set_icons(player)
end
end
function mcl_potions.leaping_func(player, factor, duration)
if not player or player:get_hp() <= 0 then return false end
local entity = player:get_luaentity()
if entity and entity.is_boss then return false end
if not player:get_meta() then
return false
end
if not EF.leaping[player] then
EF.leaping[player] = {dur = duration, timer = 0}
playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor)
else
local victim = EF.leaping[player]
playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor)
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_icons(player)
end
end
function mcl_potions.weakness_func(player, factor, duration)
if not player or player:get_hp() <= 0 then return false end
local entity = player:get_luaentity()
if entity and entity.is_boss then return false end
if not EF.weak[player] then
EF.weak[player] = {dur = duration, timer = 0, factor = factor}
else
local victim = EF.weak[player]
victim.factor = factor
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_icons(player)
end
end
=======
>>>>>>> df28ce66d (General effects API overhaul)
function mcl_potions.strength_func(player, factor, duration) function mcl_potions.strength_func(player, factor, duration)
return mcl_potions.give_effect("strength", player, factor, duration) return mcl_potions.give_effect("strength", player, factor, duration)
end end
@ -1338,258 +857,37 @@ function mcl_potions.slowness_func(player, factor, duration)
return mcl_potions.give_effect("slowness", player, factor, duration) return mcl_potions.give_effect("slowness", player, factor, duration)
end end
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end
local entity = player:get_luaentity()
if entity and entity.is_boss then return false end
if not EF.strong[player] then
EF.strong[player] = {dur = duration, timer = 0, factor = factor}
else
local victim = EF.strong[player]
victim.factor = factor
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_icons(player)
end
=======
function mcl_potions.withering_func(player, factor, duration) function mcl_potions.withering_func(player, factor, duration)
return mcl_potions.give_effect("withering", player, factor, duration) return mcl_potions.give_effect("withering", player, factor, duration)
>>>>>>> df28ce66d (General effects API overhaul)
end
function mcl_potions.withering_func(player, factor, duration)
if not player or player:get_hp() <= 0 then return false end
local entity = player:get_luaentity()
if entity and (entity.is_boss or string.find(entity.name, "wither")) then return false end
if not EF.withering[player] then
EF.withering[player] = {step = factor, dur = duration, timer = 0}
else
local victim = EF.withering[player]
victim.step = math.min(victim.step, factor)
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_hud(player)
end
end end
function mcl_potions.poison_func(player, factor, duration) function mcl_potions.poison_func(player, factor, duration)
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end
local entity = player:get_luaentity()
if entity and (entity.is_boss or entity.harmed_by_heal or string.find(entity.name, "spider")) then return false end
if not EF.poisoned[player] then
EF.poisoned[player] = {step = factor, dur = duration, timer = 0}
else
local victim = EF.poisoned[player]
victim.step = math.min(victim.step, factor)
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_hud(player)
end
=======
return mcl_potions.give_effect("poison", player, factor, duration) return mcl_potions.give_effect("poison", player, factor, duration)
>>>>>>> df28ce66d (General effects API overhaul)
end end
function mcl_potions.regeneration_func(player, factor, duration) function mcl_potions.regeneration_func(player, factor, duration)
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end
local entity = player:get_luaentity()
if entity and (entity.is_boss or entity.harmed_by_heal) then return false end
if not EF.regenerating[player] then
EF.regenerating[player] = {step = factor, dur = duration, timer = 0}
else
local victim = EF.regenerating[player]
victim.step = math.min(victim.step, factor)
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_hud(player)
end
=======
return mcl_potions.give_effect("regeneration", player, factor, duration) return mcl_potions.give_effect("regeneration", player, factor, duration)
>>>>>>> df28ce66d (General effects API overhaul)
end end
function mcl_potions.invisiblility_func(player, null, duration) function mcl_potions.invisiblility_func(player, null, duration)
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end
local entity = player:get_luaentity()
if entity and entity.is_boss then return false end
if not EF.invisible[player] then
EF.invisible[player] = {dur = duration, timer = 0}
mcl_potions.make_invisible(player, true)
else
local victim = EF.invisible[player]
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_icons(player)
end
end
function mcl_potions.water_breathing_func(player, null, duration)
if not player or player:get_hp() <= 0 then return false end
local entity = player:get_luaentity()
if entity and entity.is_boss then return false end
if not EF.water_breathing[player] then
EF.water_breathing[player] = {dur = duration, timer = 0}
else
local victim = EF.water_breathing[player]
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_icons(player)
end
=======
return mcl_potions.give_effect("invisibility", player, null, duration) return mcl_potions.give_effect("invisibility", player, null, duration)
end end
function mcl_potions.water_breathing_func(player, null, duration) function mcl_potions.water_breathing_func(player, null, duration)
return mcl_potions.give_effect("water_breathing", player, null, duration) return mcl_potions.give_effect("water_breathing", player, null, duration)
>>>>>>> df28ce66d (General effects API overhaul)
end end
function mcl_potions.fire_resistance_func(player, null, duration) function mcl_potions.fire_resistance_func(player, null, duration)
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end
local entity = player:get_luaentity()
if entity and entity.is_boss then return false end
if not EF.fire_proof[player] then
EF.fire_proof[player] = {dur = duration, timer = 0}
else
local victim = EF.fire_proof[player]
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
if player:is_player() then
potions_set_icons(player)
end
=======
return mcl_potions.give_effect("fire_resistance", player, null, duration) return mcl_potions.give_effect("fire_resistance", player, null, duration)
>>>>>>> df28ce66d (General effects API overhaul)
end end
function mcl_potions.night_vision_func(player, null, duration) function mcl_potions.night_vision_func(player, null, duration)
<<<<<<< HEAD
if not player or player:get_hp() <= 0 then return false end
local entity = player:get_luaentity()
if entity and entity.is_boss then return false end
meta = player:get_meta()
if not EF.night_vision[player] then
EF.night_vision[player] = {dur = duration, timer = 0}
else
local victim = EF.night_vision[player]
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
is_player = player:is_player()
if is_player then
meta:set_int("night_vision", 1)
else
return -- Do not attempt to set night_vision on mobs
end
mcl_weather.skycolor.update_sky_color({player})
if player:is_player() then
potions_set_icons(player)
end
=======
return mcl_potions.give_effect("night_vision", player, null, duration) return mcl_potions.give_effect("night_vision", player, null, duration)
>>>>>>> df28ce66d (General effects API overhaul)
end end
function mcl_potions._extinguish_nearby_fire(pos, radius) function mcl_potions._extinguish_nearby_fire(pos, radius)