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Prepare trapdoors code for merging, make trapdoors always toggle their
state when the mesecons signal changes, no matter what state they're in
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@ -51,39 +51,30 @@ meseconify_door("doors:door_glass")
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meseconify_door("doors:door_obsidian_glass")
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-- Trapdoor
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local function punch(pos)
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local meta = minetest.get_meta(pos)
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local state = meta:get_int("state")
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local me = minetest.get_node(pos)
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local tmp_node
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local tmp_node2
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local function trapdoor_switch(pos, node)
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local state = minetest.get_meta(pos):get_int("state")
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if state == 1 then
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state = 0
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minetest.sound_play("doors_door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
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tmp_node = {name="doors:trapdoor", param1=me.param1, param2=me.param2}
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minetest.set_node(pos, {name="doors:trapdoor", param2 = node.param2})
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else
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state = 1
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minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
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tmp_node = {name="doors:trapdoor_open", param1=me.param1, param2=me.param2}
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minetest.set_node(pos, {name="doors:trapdoor_open", param2 = node.param2})
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end
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minetest.set_node(pos, tmp_node)
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meta:set_int("state", state)
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minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1)
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end
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minetest.override_item("doors:trapdoor", {
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mesecons = {effector = {
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action_on = function(pos)
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punch(pos)
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end,
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rules = mesecon.rules.pplate
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action_on = trapdoor_switch,
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action_off = trapdoor_switch
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}},
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})
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minetest.override_item("doors:trapdoor_open", {
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mesecons = {effector = {
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action_off = function(pos)
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punch(pos)
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end,
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rules = mesecon.rules.pplate
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action_on = trapdoor_switch,
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action_off = trapdoor_switch
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}},
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})
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