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found a way for incomplete digtron layouts to be created
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e09f1b9f56
@ -94,9 +94,8 @@ function DigtronLayout.create(pos, player)
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local node = minetest.get_node(testpos)
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if node.name == "ignore" then
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--buildtron array is next to unloaded nodes, too dangerous to do anything. Abort.
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self.all = nil
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return self
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--digtron array is next to unloaded nodes, too dangerous to do anything. Abort.
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self.ignore_touching = true
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end
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if minetest.get_item_group(node.name, "water") ~= 0 then
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2
util.lua
2
util.lua
@ -336,7 +336,7 @@ digtron.damage_creatures = function(player, source_pos, target_pos, amount, item
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if obj:is_player() then
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-- See issue #2960 for status of a "set player velocity" method
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-- instead, knock the player back
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newpos = {
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local newpos = {
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x = target_pos.x + velocity.x,
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y = target_pos.y + velocity.y,
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z = target_pos.z + velocity.z,
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@ -45,8 +45,8 @@ end
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--Performs various tests on a layout to play warning noises and see if Digtron can move at all.
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local function neighbour_test(layout, status_text, dir)
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if layout.all == nil then
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-- get_all_digtron_neighbours returns nil if the digtron array touches unloaded nodes, too dangerous to do anything in that situation. Abort.
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if layout.ignore_touching == true then
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-- if the digtron array touches unloaded nodes, too dangerous to do anything in that situation. Abort.
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minetest.sound_play("buzzer", {gain=0.25, pos=layout.controller})
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return S("Digtron is adjacent to unloaded nodes.") .. "\n" .. status_text, 1
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end
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