forked from VoxeLibre/VoxeLibre
[mcl_falling_nodes] fix warnings
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@ -1,7 +1,4 @@
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local S = minetest.get_translator("mcl_falling_nodes")
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local function get_falling_depth(self)
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local has_mcl_armor = minetest.get_modpath("mcl_armor")
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local get_falling_depth = function(self)
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if not self._startpos then
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if not self._startpos then
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-- Fallback
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-- Fallback
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self._startpos = self.object:get_pos()
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self._startpos = self.object:get_pos()
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@ -9,7 +6,7 @@ local get_falling_depth = function(self)
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return self._startpos.y - vector.round(self.object:get_pos()).y
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return self._startpos.y - vector.round(self.object:get_pos()).y
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end
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end
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local deal_falling_damage = function(self, dtime)
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local function deal_falling_damage(self, dtime)
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if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
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if minetest.get_item_group(self.node.name, "falling_node_damage") == 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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@ -38,7 +35,7 @@ local deal_falling_damage = function(self, dtime)
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inv:set_stack("armor", 2, helmet)
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inv:set_stack("armor", 2, helmet)
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end
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end
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end
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end
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local deathmsg, dmg_type
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local dmg_type
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if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
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if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
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dmg_type = "anvil"
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dmg_type = "anvil"
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else
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else
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@ -60,10 +57,8 @@ minetest.register_entity(":__builtin:falling_node", {
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collide_with_objects = false,
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collide_with_objects = false,
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collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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},
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},
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node = {},
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node = {},
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meta = {},
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meta = {},
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set_node = function(self, node, meta)
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set_node = function(self, node, meta)
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local def = minetest.registered_nodes[node.name]
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local def = minetest.registered_nodes[node.name]
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-- Change falling node if definition tells us to
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-- Change falling node if definition tells us to
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@ -90,7 +85,6 @@ minetest.register_entity(":__builtin:falling_node", {
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glow = glow,
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glow = glow,
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})
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})
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end,
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end,
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get_staticdata = function(self)
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get_staticdata = function(self)
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local meta = self.meta
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local meta = self.meta
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-- Workaround: Save inventory seperately from metadata.
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-- Workaround: Save inventory seperately from metadata.
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@ -111,7 +105,6 @@ minetest.register_entity(":__builtin:falling_node", {
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}
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}
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return minetest.serialize(ds)
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return minetest.serialize(ds)
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end,
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end,
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on_activate = function(self, staticdata)
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal = 1})
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self.object:set_armor_groups({immortal = 1})
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@ -134,7 +127,6 @@ minetest.register_entity(":__builtin:falling_node", {
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end
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end
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self._startpos = vector.round(self._startpos)
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self._startpos = vector.round(self._startpos)
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end,
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end,
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on_step = function(self, dtime)
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on_step = function(self, dtime)
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-- Set gravity
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-- Set gravity
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local acceleration = self.object:get_acceleration()
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local acceleration = self.object:get_acceleration()
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@ -186,10 +178,9 @@ minetest.register_entity(":__builtin:falling_node", {
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return
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return
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end
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end
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local nd = minetest.registered_nodes[n2.name]
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local nd = minetest.registered_nodes[n2.name]
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if n2.name == "mcl_portals:portal_end" then
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--if n2.name == "mcl_portals:portal_end" then
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-- TODO: Teleport falling node.
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-- TODO: Teleport falling node.
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if (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
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elseif (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
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-- Replace destination node if it's buildable to
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-- Replace destination node if it's buildable to
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minetest.remove_node(np)
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minetest.remove_node(np)
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-- Run script hook
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-- Run script hook
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@ -256,7 +247,6 @@ minetest.register_entity(":__builtin:falling_node", {
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self.object:set_pos(npos)
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self.object:set_pos(npos)
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end
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end
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end
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end
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deal_falling_damage(self, dtime)
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deal_falling_damage(self, dtime)
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end
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end
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})
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})
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@ -1,3 +0,0 @@
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# textdomain: mcl_falling_nodes
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@1 was smashed by a falling anvil.=@1 wurde von einem fallenden Amboss zerschmettert.
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@1 was smashed by a falling block.=@1 wurde von einem fallenden Block zerschmettert.
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@ -1,3 +0,0 @@
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# textdomain: mcl_falling_nodes
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@1 was smashed by a falling anvil.=@1 fue aplastado por la caída de un yunque.
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@1 was smashed by a falling block.=@1 fue aplastado por la caída de un bloque.
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@ -1,3 +0,0 @@
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# textdomain: mcl_falling_nodes
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@1 was smashed by a falling anvil.=@1 a été écrasé par une enclume qui tombait.
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@1 was smashed by a falling block.=@1 a été écrasé par un bloc qui tombait.
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@ -1,3 +0,0 @@
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# textdomain: mcl_falling_nodes
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@1 was smashed by a falling anvil.=@1 придавило падающей наковальней.
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@1 was smashed by a falling block.=@1 раздавило падающим блоком.
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@ -1,3 +0,0 @@
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# textdomain: mcl_falling_nodes
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@1 was smashed by a falling anvil.=
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@1 was smashed by a falling block.=
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