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core.rotate_node: Do not trigger after_place_node (#6900)
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@ -341,7 +341,7 @@ if INIT == "game" then
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local dirs2 = {20, 23, 22, 21}
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function core.rotate_and_place(itemstack, placer, pointed_thing,
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infinitestacks, orient_flags)
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infinitestacks, orient_flags, prevent_after_place)
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orient_flags = orient_flags or {}
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local unode = core.get_node_or_nil(pointed_thing.under)
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@ -394,7 +394,7 @@ if INIT == "game" then
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local old_itemstack = ItemStack(itemstack)
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local new_itemstack, removed = core.item_place_node(
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itemstack, placer, pointed_thing, param2
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itemstack, placer, pointed_thing, param2, prevent_after_place
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)
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return infinitestacks and old_itemstack or new_itemstack
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end
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@ -415,7 +415,7 @@ if INIT == "game" then
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local invert_wall = placer and placer:get_player_control().sneak or false
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core.rotate_and_place(itemstack, placer, pointed_thing,
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is_creative(name),
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{invert_wall = invert_wall})
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{invert_wall = invert_wall}, true)
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return itemstack
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end
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end
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@ -261,7 +261,8 @@ local function make_log(name)
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return name ~= "" and core.log or function() end
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end
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function core.item_place_node(itemstack, placer, pointed_thing, param2)
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function core.item_place_node(itemstack, placer, pointed_thing, param2,
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prevent_after_place)
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local def = itemstack:get_definition()
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if def.type ~= "node" or pointed_thing.type ~= "node" then
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return itemstack, false
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@ -375,7 +376,7 @@ function core.item_place_node(itemstack, placer, pointed_thing, param2)
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local take_item = true
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-- Run callback
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if def.after_place_node then
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if def.after_place_node and not prevent_after_place then
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-- Deepcopy place_to and pointed_thing because callback can modify it
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local place_to_copy = {x=place_to.x, y=place_to.y, z=place_to.z}
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local pointed_thing_copy = copy_pointed_thing(pointed_thing)
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@ -3461,9 +3461,11 @@ You can find mod channels communication scheme in `docs/mod_channels.png`.
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### Defaults for the `on_*` item definition functions
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These functions return the leftover itemstack.
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* `minetest.item_place_node(itemstack, placer, pointed_thing, param2)`
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* `minetest.item_place_node(itemstack, placer, pointed_thing[, param2, prevent_after_place])`
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* Place item as a node
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* `param2` overrides `facedir` and wallmounted `param2`
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* `prevent_after_place`: if set to `true`, `after_place_node` is not called
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for the newly placed node to prevent a callback and placement loop
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* returns `itemstack, success`
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* `minetest.item_place_object(itemstack, placer, pointed_thing)`
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* Place item as-is
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@ -3784,13 +3786,14 @@ These functions return the leftover itemstack.
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* Like `minetest.is_protected`, this function may be extended or
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overwritten by mods to provide a faster implementation to check the
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cuboid for intersections.
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* `minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)`
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* `minetest.rotate_and_place(itemstack, placer, pointed_thing[, infinitestacks,
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orient_flags, prevent_after_place])`
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* Attempt to predict the desired orientation of the facedir-capable node
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defined by `itemstack`, and place it accordingly (on-wall, on the floor,
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or hanging from the ceiling). Stacks are handled normally if the
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`infinitestacks` field is false or omitted (else, the itemstack is not
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changed). `orient_flags` is an optional table containing extra tweaks to
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the placement code:
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or hanging from the ceiling).
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* `infinitestacks`: if `true`, the itemstack is not changed. Otherwise the
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stacks are handled normally.
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* `orient_flags`: Optional table containing extra tweaks to the placement code:
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* `invert_wall`: if `true`, place wall-orientation on the ground and
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ground-orientation on the wall.
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* `force_wall` : if `true`, always place the node in wall orientation.
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@ -3800,10 +3803,12 @@ These functions return the leftover itemstack.
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when placing on the floor or ceiling.
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* The first four options are mutually-exclusive; the last in the list
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takes precedence over the first.
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* `prevent_after_place` is directly passed to `minetest.item_place_node`
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* Returns the new itemstack after placement
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* `minetest.rotate_node(itemstack, placer, pointed_thing)`
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* calls `rotate_and_place()` with infinitestacks set according to the state
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of the creative mode setting, and checks for "sneak" to set the
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`invert_wall` parameter.
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* calls `rotate_and_place()` with `infinitestacks` set according to the state
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of the creative mode setting, checks for "sneak" to set the `invert_wall`
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parameter and `prevent_after_place` set to `true`.
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* `minetest.forceload_block(pos[, transient])`
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* forceloads the position `pos`.
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