tweaked entity checking

This commit is contained in:
TenPlus1 2017-09-08 09:08:57 +01:00
parent 8bd2e86e87
commit fc3313c337

@ -176,7 +176,7 @@ local function entity_physics(pos, radius)
objs[n]:punch(objs[n], 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, pos) -- nil)
}, pos)
end
@ -323,11 +323,10 @@ local lucky_block = function(pos, digger)
entity = "mobs:sheep" .. colour
end
local mob = minetest.add_entity(pos2, entity)
-- has entity been registered?
if minetest.registered_entities[entity] then
if mob and mob:get_luaentity() then
local ent = mob:get_luaentity()
local ent = minetest.add_entity(pos2, entity):get_luaentity()
if tame then
ent.tamed = true
@ -345,7 +344,6 @@ local lucky_block = function(pos, digger)
})
end
else
mob:remove()
print ("[lucky_block] " .. entity .. " could not be spawned")
end
end
@ -477,12 +475,12 @@ local lucky_block = function(pos, digger)
end
local n = minetest.registered_nodes[nods[s]]
local obj = minetest.add_entity(pos2, "__builtin:falling_node")
if obj and n then
if n then
local obj = minetest.add_entity(pos2, "__builtin:falling_node")
obj:get_luaentity():set_node(n)
else
obj:remove()
end
end)
end