Replace deprecated function calls

This commit is contained in:
SmallJoker 2018-07-01 21:44:03 +02:00 committed by Paramat
parent 0df2753a68
commit 255031fc91
12 changed files with 51 additions and 51 deletions

@ -69,7 +69,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
return return
end end
if p then if p then
player:setpos(p) player:set_pos(p)
end end
-- physics, eye_offset, etc -- physics, eye_offset, etc
@ -94,7 +94,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
local dir = minetest.facedir_to_dir(param2) local dir = minetest.facedir_to_dir(param2)
local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2} local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
player:set_physics_override(0, 0, 0) player:set_physics_override(0, 0, 0)
player:setpos(p) player:set_pos(p)
default.player_attached[name] = true default.player_attached[name] = true
hud_flags.wielditem = false hud_flags.wielditem = false
default.player_set_animation(player, "lay" , 0) default.player_set_animation(player, "lay" , 0)
@ -139,7 +139,7 @@ end
function beds.on_rightclick(pos, player) function beds.on_rightclick(pos, player)
local name = player:get_player_name() local name = player:get_player_name()
local ppos = player:getpos() local ppos = player:get_pos()
local tod = minetest.get_timeofday() local tod = minetest.get_timeofday()
if tod > 0.2 and tod < 0.805 then if tod > 0.2 and tod < 0.805 then
@ -194,7 +194,7 @@ if enable_respawn then
local name = player:get_player_name() local name = player:get_player_name()
local pos = beds.spawn[name] local pos = beds.spawn[name]
if pos then if pos then
player:setpos(pos) player:set_pos(pos)
return true return true
end end
end) end)

@ -53,7 +53,7 @@ end
function beds.set_spawns() function beds.set_spawns()
for name,_ in pairs(beds.player) do for name,_ in pairs(beds.player) do
local player = minetest.get_player_by_name(name) local player = minetest.get_player_by_name(name)
local p = player:getpos() local p = player:get_pos()
-- but don't change spawn location if borrowing a bed -- but don't change spawn location if borrowing a bed
if not minetest.is_protected(p, name) then if not minetest.is_protected(p, name) then
beds.spawn[name] = p beds.spawn[name] = p

@ -58,10 +58,10 @@ function boat.on_rightclick(self, clicker)
clicker:set_detach() clicker:set_detach()
player_api.player_attached[name] = false player_api.player_attached[name] = false
player_api.set_animation(clicker, "stand" , 30) player_api.set_animation(clicker, "stand" , 30)
local pos = clicker:getpos() local pos = clicker:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z} pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function() minetest.after(0.1, function()
clicker:setpos(pos) clicker:set_pos(pos)
end) end)
elseif not self.driver then elseif not self.driver then
local attach = clicker:get_attach() local attach = clicker:get_attach()
@ -79,7 +79,7 @@ function boat.on_rightclick(self, clicker)
minetest.after(0.2, function() minetest.after(0.2, function()
player_api.set_animation(clicker, "sit" , 30) player_api.set_animation(clicker, "sit" , 30)
end) end)
clicker:set_look_horizontal(self.object:getyaw()) clicker:set_look_horizontal(self.object:get_yaw())
end end
end end
@ -116,7 +116,7 @@ function boat.on_punch(self, puncher)
local leftover = inv:add_item("main", "boats:boat") local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world -- if no room in inventory add a replacement boat to the world
if not leftover:is_empty() then if not leftover:is_empty() then
minetest.add_item(self.object:getpos(), leftover) minetest.add_item(self.object:get_pos(), leftover)
end end
end end
-- delay remove to ensure player is detached -- delay remove to ensure player is detached
@ -128,10 +128,10 @@ end
function boat.on_step(self, dtime) function boat.on_step(self, dtime)
self.v = get_v(self.object:getvelocity()) * get_sign(self.v) self.v = get_v(self.object:get_velocity()) * get_sign(self.v)
if self.driver then if self.driver then
local ctrl = self.driver:get_player_control() local ctrl = self.driver:get_player_control()
local yaw = self.object:getyaw() local yaw = self.object:get_yaw()
if ctrl.up then if ctrl.up then
self.v = self.v + 0.1 self.v = self.v + 0.1
elseif ctrl.down then elseif ctrl.down then
@ -139,27 +139,27 @@ function boat.on_step(self, dtime)
end end
if ctrl.left then if ctrl.left then
if self.v < 0 then if self.v < 0 then
self.object:setyaw(yaw - (1 + dtime) * 0.03) self.object:set_yaw(yaw - (1 + dtime) * 0.03)
else else
self.object:setyaw(yaw + (1 + dtime) * 0.03) self.object:set_yaw(yaw + (1 + dtime) * 0.03)
end end
elseif ctrl.right then elseif ctrl.right then
if self.v < 0 then if self.v < 0 then
self.object:setyaw(yaw + (1 + dtime) * 0.03) self.object:set_yaw(yaw + (1 + dtime) * 0.03)
else else
self.object:setyaw(yaw - (1 + dtime) * 0.03) self.object:set_yaw(yaw - (1 + dtime) * 0.03)
end end
end end
end end
local velo = self.object:getvelocity() local velo = self.object:get_velocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:setpos(self.object:getpos()) self.object:set_pos(self.object:get_pos())
return return
end end
local s = get_sign(self.v) local s = get_sign(self.v)
self.v = self.v - 0.02 * s self.v = self.v - 0.02 * s
if s ~= get_sign(self.v) then if s ~= get_sign(self.v) then
self.object:setvelocity({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0})
self.v = 0 self.v = 0
return return
end end
@ -167,7 +167,7 @@ function boat.on_step(self, dtime)
self.v = 5 * get_sign(self.v) self.v = 5 * get_sign(self.v)
end end
local p = self.object:getpos() local p = self.object:get_pos()
p.y = p.y - 0.5 p.y = p.y - 0.5
local new_velo local new_velo
local new_acce = {x = 0, y = 0, z = 0} local new_acce = {x = 0, y = 0, z = 0}
@ -179,13 +179,13 @@ function boat.on_step(self, dtime)
else else
new_acce = {x = 0, y = -9.8, z = 0} new_acce = {x = 0, y = -9.8, z = 0}
end end
new_velo = get_velocity(self.v, self.object:getyaw(), new_velo = get_velocity(self.v, self.object:get_yaw(),
self.object:getvelocity().y) self.object:get_velocity().y)
self.object:setpos(self.object:getpos()) self.object:set_pos(self.object:get_pos())
else else
p.y = p.y + 1 p.y = p.y + 1
if is_water(p) then if is_water(p) then
local y = self.object:getvelocity().y local y = self.object:get_velocity().y
if y >= 5 then if y >= 5 then
y = 5 y = 5
elseif y < 0 then elseif y < 0 then
@ -193,24 +193,24 @@ function boat.on_step(self, dtime)
else else
new_acce = {x = 0, y = 5, z = 0} new_acce = {x = 0, y = 5, z = 0}
end end
new_velo = get_velocity(self.v, self.object:getyaw(), y) new_velo = get_velocity(self.v, self.object:get_yaw(), y)
self.object:setpos(self.object:getpos()) self.object:set_pos(self.object:get_pos())
else else
new_acce = {x = 0, y = 0, z = 0} new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:getvelocity().y) < 1 then if math.abs(self.object:get_velocity().y) < 1 then
local pos = self.object:getpos() local pos = self.object:get_pos()
pos.y = math.floor(pos.y) + 0.5 pos.y = math.floor(pos.y) + 0.5
self.object:setpos(pos) self.object:set_pos(pos)
new_velo = get_velocity(self.v, self.object:getyaw(), 0) new_velo = get_velocity(self.v, self.object:get_yaw(), 0)
else else
new_velo = get_velocity(self.v, self.object:getyaw(), new_velo = get_velocity(self.v, self.object:get_yaw(),
self.object:getvelocity().y) self.object:get_velocity().y)
self.object:setpos(self.object:getpos()) self.object:set_pos(self.object:get_pos())
end end
end end
end end
self.object:setvelocity(new_velo) self.object:set_velocity(new_velo)
self.object:setacceleration(new_acce) self.object:set_acceleration(new_acce)
end end
@ -246,7 +246,7 @@ minetest.register_craftitem("boats:boat", {
boat = minetest.add_entity(pointed_thing.under, "boats:boat") boat = minetest.add_entity(pointed_thing.under, "boats:boat")
if boat then if boat then
if placer then if placer then
boat:setyaw(placer:get_look_horizontal()) boat:set_yaw(placer:get_look_horizontal())
end end
local player_name = placer and placer:get_player_name() or "" local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and if not (creative and creative.is_enabled_for and

@ -159,7 +159,7 @@ end
local drop = function(pos, itemstack) local drop = function(pos, itemstack)
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count())) local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then if obj then
obj:setvelocity({ obj:set_velocity({
x = math.random(-10, 10) / 9, x = math.random(-10, 10) / 9,
y = 5, y = 5,
z = math.random(-10, 10) / 9, z = math.random(-10, 10) / 9,

@ -148,7 +148,7 @@ minetest.register_craftitem("bucket:bucket_empty", {
if inv:room_for_item("main", {name=liquiddef.itemname}) then if inv:room_for_item("main", {name=liquiddef.itemname}) then
inv:add_item("main", liquiddef.itemname) inv:add_item("main", liquiddef.itemname)
else else
local pos = user:getpos() local pos = user:get_pos()
pos.y = math.floor(pos.y + 0.5) pos.y = math.floor(pos.y + 0.5)
minetest.add_item(pos, liquiddef.itemname) minetest.add_item(pos, liquiddef.itemname)
end end

@ -121,7 +121,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
if inv:room_for_item("main", new_stack) then if inv:room_for_item("main", new_stack) then
inv:add_item("main", new_stack) inv:add_item("main", new_stack)
else else
minetest.add_item(player:getpos(), new_stack) minetest.add_item(player:get_pos(), new_stack)
end end
else else
stack:get_meta():from_table({ fields = data }) stack:get_meta():from_table({ fields = data })
@ -247,7 +247,7 @@ minetest.register_craftitem("default:skeleton_key", {
itemstack = new_stack itemstack = new_stack
else else
if inv:add_item("main", new_stack):get_count() > 0 then if inv:add_item("main", new_stack):get_count() > 0 then
minetest.add_item(user:getpos(), new_stack) minetest.add_item(user:get_pos(), new_stack)
end -- else: added to inventory successfully end -- else: added to inventory successfully
end end

@ -16,7 +16,7 @@ local item = {
burn_up = function(self) burn_up = function(self)
-- disappear in a smoke puff -- disappear in a smoke puff
self.object:remove() self.object:remove()
local p = self.object:getpos() local p = self.object:get_pos()
minetest.sound_play("default_item_smoke", { minetest.sound_play("default_item_smoke", {
pos = p, pos = p,
max_hear_distance = 8, max_hear_distance = 8,
@ -48,7 +48,7 @@ local item = {
if self.ignite_timer > 10 then if self.ignite_timer > 10 then
self.ignite_timer = 0 self.ignite_timer = 0
local node = minetest.get_node_or_nil(self.object:getpos()) local node = minetest.get_node_or_nil(self.object:get_pos())
if not node then if not node then
return return
end end

@ -1,7 +1,7 @@
minetest.set_gen_notify({dungeon = true, temple = true}) minetest.set_gen_notify({dungeon = true, temple = true})
local function noise3d_integer(noise, pos) local function noise3d_integer(noise, pos)
return math.abs(math.floor(noise:get3d(pos) * 0x7fffffff)) return math.abs(math.floor(noise:get_3d(pos) * 0x7fffffff))
end end
local function random_sample(rand, list, count) local function random_sample(rand, list, count)

@ -169,7 +169,7 @@ if flame_sound then
function fire.update_player_sound(player) function fire.update_player_sound(player)
local player_name = player:get_player_name() local player_name = player:get_player_name()
-- Search for flame nodes in radius around player -- Search for flame nodes in radius around player
local ppos = player:getpos() local ppos = player:get_pos()
local areamin = vector.subtract(ppos, radius) local areamin = vector.subtract(ppos, radius)
local areamax = vector.add(ppos, radius) local areamax = vector.add(ppos, radius)
local fpos, num = minetest.find_nodes_in_area( local fpos, num = minetest.find_nodes_in_area(

@ -89,7 +89,7 @@ minetest.register_chatcommand("sethome", {
func = function(name) func = function(name)
name = name or "" -- fallback to blank name if nil name = name or "" -- fallback to blank name if nil
local player = minetest.get_player_by_name(name) local player = minetest.get_player_by_name(name)
if player and sethome.set(name, player:getpos()) then if player and sethome.set(name, player:get_pos()) then
return true, "Home set!" return true, "Home set!"
end end
return false, "Player not found!" return false, "Player not found!"

@ -23,7 +23,7 @@ local function rotate_and_place(itemstack, placer, pointed_thing)
local param2 = 0 local param2 = 0
if placer then if placer then
local placer_pos = placer:getpos() local placer_pos = placer:get_pos()
if placer_pos then if placer_pos then
param2 = minetest.dir_to_facedir(vector.subtract(p1, placer_pos)) param2 = minetest.dir_to_facedir(vector.subtract(p1, placer_pos))
end end

@ -58,8 +58,8 @@ local function eject_drops(drops, pos, radius)
local obj = minetest.add_item(drop_pos, dropitem) local obj = minetest.add_item(drop_pos, dropitem)
if obj then if obj then
obj:get_luaentity().collect = true obj:get_luaentity().collect = true
obj:setacceleration({x = 0, y = -10, z = 0}) obj:set_acceleration({x = 0, y = -10, z = 0})
obj:setvelocity({x = math.random(-3, 3), obj:set_velocity({x = math.random(-3, 3),
y = math.random(0, 10), y = math.random(0, 10),
z = math.random(-3, 3)}) z = math.random(-3, 3)})
end end
@ -152,7 +152,7 @@ end
local function entity_physics(pos, radius, drops) local function entity_physics(pos, radius, drops)
local objs = minetest.get_objects_inside_radius(pos, radius) local objs = minetest.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do for _, obj in pairs(objs) do
local obj_pos = obj:getpos() local obj_pos = obj:get_pos()
local dist = math.max(1, vector.distance(pos, obj_pos)) local dist = math.max(1, vector.distance(pos, obj_pos))
local damage = (4 / dist) * radius local damage = (4 / dist) * radius
@ -164,7 +164,7 @@ local function entity_physics(pos, radius, drops)
local moveoff = vector.multiply(dir, dist + 1.0) local moveoff = vector.multiply(dir, dist + 1.0)
local newpos = vector.add(pos, moveoff) local newpos = vector.add(pos, moveoff)
newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0}) newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0})
obj:setpos(newpos) obj:set_pos(newpos)
obj:set_hp(obj:get_hp() - damage) obj:set_hp(obj:get_hp() - damage)
else else
@ -179,8 +179,8 @@ local function entity_physics(pos, radius, drops)
end end
if do_knockback then if do_knockback then
local obj_vel = obj:getvelocity() local obj_vel = obj:get_velocity()
obj:setvelocity(calc_velocity(pos, obj_pos, obj:set_velocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10)) obj_vel, radius * 10))
end end
if do_damage then if do_damage then