Add nether fire nodes to fire resistance

This commit is contained in:
Brandon 2020-06-30 18:40:04 -04:00
parent c14b5a974b
commit 0ed66727be

@ -9,11 +9,14 @@ local is_swift = {}
local is_cat = {}
local is_fire_proof = {}
local fire_nodes = {["mcl_core:lava_flowing"]=true,
local is_fire_node = { ["mcl_core:lava_flowing"]=true,
["mcl_core:lava_source"]=true,
["mcl_fire:eternal_fire"]=true,
["mcl_fire:fire"]=true,
["mcl_nether:magma"]=true}
["mcl_nether:magma"]=true,
["mcl_nether:nether_lava_source"]=true,
["mcl_nether:nether_lava_flowing"]=true,
["mcl_nether:nether_lava_source"]=true}
minetest.register_globalstep(function(dtime)
@ -264,7 +267,7 @@ minetest.register_on_player_hpchange(function(player, hp_change)
-- it's worth noting that you don't take damage from players in this case...
local player_info = mcl_playerinfo[player:get_player_name()]
if fire_nodes[player_info.node_head] or fire_nodes[player_info.node_feet] or fire_nodes[player_info.node_stand] then
if is_fire_node[player_info.node_head] or is_fire_node[player_info.node_feet] or is_fire_node[player_info.node_stand] then
return 0
else
return hp_change
@ -276,6 +279,22 @@ minetest.register_on_player_hpchange(function(player, hp_change)
end, true)
-- -- If a player is punched and is a weak player, damage by 2 additional hearts
-- minetest.register_on_player_hpchange(function(player, hp_change)
--
-- if is_weak[player] and hp_change < 0 then
--
-- -- prevent weakness from healing the victim
-- return math.min(hp_change - 4, 0)
--
-- else
-- return hp_change
-- end
--
-- end, true)
function mcl_potions._reset_player_effects(player)
player = player or player:get_luaentity()
@ -504,10 +523,19 @@ end
function mcl_potions.weakness_func(player, factor, duration)
player:set_attribute("weakness", tostring(factor))
minetest.after(duration, function() player:set_attribute("weakness", tostring(0)) end )
for i=1,math.floor(duration) do
minetest.after(i, function() mcl_potions._add_spawner(player, "#6600AA") end)
if not is_weak[player] then
is_weak[player] = {dur = duration, timer = 0, factor = factor}
else
local victim = is_weak[player]
victim.factor = factor
victim.dur = math.max(duration, victim.dur - victim.timer)
victim.timer = 0
end
end