fix weather count being 0
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660c09fa7c
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@ -1,4 +1,5 @@
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weather_mod.registered_downfalls = {}
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weather_mod.registered_downfall_count = 0
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weather_mod.registered_weather_change_callbacks = {}
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local function check_modname_prefix(name)
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@ -74,18 +75,19 @@ function weather_mod.register_downfall(id,def)
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local ndef = table.copy(def)
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--what the downfall looks like
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if not ndef.texture then
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error("no texture given")
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end
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error("no texture given")
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end
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set_defaults(ndef,default_downfall)
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--when to delete the particles
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if not ndef.exptime then
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ndef.exptime = ndef.max_pos.y / (math.sqrt(ndef.falling_acceleration) + ndef.falling_speed)
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end
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if ndef.damage_player then
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set_defaults(ndef.damage_player,default_damage)
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set_defaults(ndef.damage_player,default_damage)
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end
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--actually register the downfall
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weather_mod.registered_downfalls[name]=ndef
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weather_mod.registered_downfall_count = weather_mod.registered_downfall_count + 1
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end
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function weather_mod.register_on_weather_change(callback)
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@ -200,7 +202,7 @@ minetest.register_globalstep(function()
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end
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weather_mod.handle_weather_change({type = "none", reason = "globalstep"})
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else
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local cnum = 10000 * #weather_mod.registered_downfalls
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local cnum = 10000 * weather_mod.registered_downfall_count
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for id,w in pairs(weather_mod.registered_downfalls) do
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if math.random(1, cnum) == 1 then
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weather.wind = {
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