Use walkable for entity exposure

This makes TNT do full damage under water.
Elias Åström 2020-04-18 23:06:08 +02:00
parent a62a75c799
commit a10dff8421

@ -25,8 +25,9 @@ local creative_mode = minetest.settings:get_bool("creative_mode")
local sphere_shapes = {}
-- Saved node definitions in table using cid-keys for faster look-up.
local node_br = {}
local node_blastres = {}
local node_on_blast = {}
local node_walkable = {}
local AIR_CID = minetest.get_content_id('air')
@ -39,8 +40,9 @@ local N_EXPOSURE_RAYS = 16
minetest.after(0, function()
-- Store blast resistance values by content ids to improve performance.
for name, def in pairs(minetest.registered_nodes) do
node_br[minetest.get_content_id(name)] = def._mcl_blast_resistance or 0
node_blastres[minetest.get_content_id(name)] = def._mcl_blast_resistance or 0
node_on_blast[minetest.get_content_id(name)] = def.on_blast
node_walkable[minetest.get_content_id(name)] = def.walkable
end
end)
@ -228,7 +230,7 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance)
npos_x - emin_x + 1
local cid = data[idx]
local br = node_br[cid]
local br = node_blastres[cid]
local hash = (npos_z + 32768) * 65536 * 65536 +
(npos_y + 32768) * 65536 +
npos_x + 32768
@ -313,9 +315,9 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance)
local cid = data[idx]
local br = node_br[cid]
local walkable = node_walkable[cid]
if br ~= 0 then
if walkable then
count = count - 1
break
end