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Weather_pack: os.time → minetest.get_gametime
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@ -104,7 +104,7 @@ end
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rain.update_sound = function(player)
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rain.update_sound = function(player)
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local player_meta = weather.players[player:get_player_name()]
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local player_meta = weather.players[player:get_player_name()]
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if player_meta ~= nil then
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if player_meta ~= nil then
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if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > os.time() then
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if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > minetest.get_gametime() then
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return false
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return false
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end
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end
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@ -117,7 +117,7 @@ rain.update_sound = function(player)
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player_meta.sound_handler = rain.sound_handler(player)
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player_meta.sound_handler = rain.sound_handler(player)
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end
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end
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player_meta.sound_updated = os.time()
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player_meta.sound_updated = minetest.get_gametime()
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end
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end
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end
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end
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@ -14,10 +14,10 @@ minetest.register_globalstep(function(dtime)
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rain.make_weather()
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rain.make_weather()
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if (thunder.next_strike <= os.time()) then
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if (thunder.next_strike <= minetest.get_gametime()) then
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lightning.strike()
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lightning.strike()
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local delay = math.random(thunder.min_delay, thunder.max_delay)
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local delay = math.random(thunder.min_delay, thunder.max_delay)
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thunder.next_strike = os.time() + delay
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thunder.next_strike = minetest.get_gametime() + delay
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end
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end
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end)
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end)
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@ -32,9 +32,9 @@ weather = {
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weather.get_rand_end_time = function(min_duration, max_duration)
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weather.get_rand_end_time = function(min_duration, max_duration)
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if min_duration ~= nil and max_duration ~= nil then
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if min_duration ~= nil and max_duration ~= nil then
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return os.time() + math.random(min_duration, max_duration);
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return minetest.get_gametime() + math.random(min_duration, max_duration);
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else
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else
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return os.time() + math.random(weather.min_duration, weather.max_duration);
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return minetest.get_gametime() + math.random(weather.min_duration, weather.max_duration);
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end
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end
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end
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end
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@ -99,29 +99,29 @@ minetest.register_globalstep(function(dtime)
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-- recalculate weather only when there aren't currently any
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-- recalculate weather only when there aren't currently any
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if (weather.state ~= "none") then
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if (weather.state ~= "none") then
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if (weather.end_time ~= nil and weather.end_time <= os.time()) then
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if (weather.end_time ~= nil and weather.end_time <= minetest.get_gametime()) then
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weather.reg_weathers[weather.state].clear()
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weather.reg_weathers[weather.state].clear()
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weather.state = "none"
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weather.state = "none"
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end
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end
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elseif (weather.next_check <= os.time()) then
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elseif (weather.next_check <= minetest.get_gametime()) then
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for weather_name, weather_meta in pairs(weather.reg_weathers) do
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for weather_name, weather_meta in pairs(weather.reg_weathers) do
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weather.set_random_weather(weather_name, weather_meta)
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weather.set_random_weather(weather_name, weather_meta)
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end
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end
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-- fallback next_check set, weather 'none' will be.
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-- fallback next_check set, weather 'none' will be.
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weather.next_check = os.time() + weather.check_interval
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weather.next_check = minetest.get_gametime() + weather.check_interval
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end
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end
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end)
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end)
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-- sets random weather (which could be 'regular' (no weather)).
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-- sets random weather (which could be 'regular' (no weather)).
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weather.set_random_weather = function(weather_name, weather_meta)
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weather.set_random_weather = function(weather_name, weather_meta)
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if weather.next_check > os.time() then return 0 end
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if weather.next_check > minetest.get_gametime() then return 0 end
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if (weather_meta ~= nil and weather_meta.chance ~= nil) then
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if (weather_meta ~= nil and weather_meta.chance ~= nil) then
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local random_roll = math.random(0,100)
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local random_roll = math.random(0,100)
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if (random_roll <= weather_meta.chance) then
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if (random_roll <= weather_meta.chance) then
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weather.state = weather_name
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weather.state = weather_name
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weather.end_time = weather.get_rand_end_time(weather_meta.min_duration, weather_meta.max_duration)
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weather.end_time = weather.get_rand_end_time(weather_meta.min_duration, weather_meta.max_duration)
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weather.next_check = os.time() + weather.check_interval
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weather.next_check = minetest.get_gametime() + weather.check_interval
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end
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end
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end
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end
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end
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end
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