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Builtin/game/item: Add place_param2
nodedef field
This allows a nodedef to specify a fixed value for param2 to be used for all normal placements. There are several uses for this: - nodes that require param2 to be set to a non-zero value for internal mod use. E.g. leafdecay could use this to detect that leaves are played by players. - force wallmounted or facedir value at placement at placement This overrides any player look direction or other on-the-fly param2 setting during placement.
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@ -250,7 +250,9 @@ function core.item_place_node(itemstack, placer, pointed_thing, param2)
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local newnode = {name = def.name, param1 = 0, param2 = param2}
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local newnode = {name = def.name, param1 = 0, param2 = param2}
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-- Calculate direction for wall mounted stuff like torches and signs
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-- Calculate direction for wall mounted stuff like torches and signs
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if def.paramtype2 == 'wallmounted' and not param2 then
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if def.place_param2 ~= nil then
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newnode.param2 = def.place_param2
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elseif def.paramtype2 == 'wallmounted' and not param2 then
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local dir = {
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local dir = {
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x = under.x - above.x,
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x = under.x - above.x,
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y = under.y - above.y,
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y = under.y - above.y,
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@ -3528,6 +3528,7 @@ Definition tables
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^ paramtype = "light" allows light to propagate from or through the node with light value
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^ paramtype = "light" allows light to propagate from or through the node with light value
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^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
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^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
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paramtype2 = "none", -- See "Nodes"
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paramtype2 = "none", -- See "Nodes"
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place_param2 = nil, -- Force value for param2 when player places node
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is_ground_content = true, -- If false, the cave generator will not carve through this
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is_ground_content = true, -- If false, the cave generator will not carve through this
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sunlight_propagates = false, -- If true, sunlight will go infinitely through this
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sunlight_propagates = false, -- If true, sunlight will go infinitely through this
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walkable = true, -- If true, objects collide with node
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walkable = true, -- If true, objects collide with node
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