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Correct conditions for water-air transition forced skycolor update
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@ -407,13 +407,30 @@ minetest.register_globalstep(function(dtime)
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set_bone_pos(player,"Body_Control", nil, vector.new(0, -player_vel_yaw + yaw, 0))
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end
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local underwater
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if get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and underwater ~= true then
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local playerinfo = mcl_playerinfo[name] or {}
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local plusinfo = playerinfo.mcl_playerplus
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if not plusinfo then
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plusinfo = {}
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playerinfo.mcl_playerplus = plusinfo
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end
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-- Only process if node_head changed
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if plusinfo.old_node_head ~= playerinfo.node_head then
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local node_head = playerinfo.node_head or ""
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local old_node_head = plusinfo.old_node_head or ""
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plusinfo.old_node_head = playerinfo.node_head
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minetest.log(dump({
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node_head = node_head,
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old_node_head = old_node_head,
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new_group = get_item_group(node_head, "water"),
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old_group = get_item_group(old_node_head, "water"),
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}))
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-- Update skycolor if moving in or out of water
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if (get_item_group(node_head, "water") == 0) ~= (get_item_group(old_node_head, "water") == 0) then
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mcl_weather.skycolor.update_sky_color()
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local underwater = true
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elseif get_item_group(mcl_playerinfo[name].node_head, "water") == 0 and underwater == true then
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mcl_weather.skycolor.update_sky_color()
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local underwater = false
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end
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end
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elytra.last_yaw = player:get_look_horizontal()
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