Clean up fire ABM parameters.
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30b0a155fb
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@ -226,10 +226,10 @@ minetest.register_abm({
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interval = 3,
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chance = 1,
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catch_up = false,
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action = function(p0, node, _, _)
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minetest.remove_node(p0)
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action = function(pos, node, active_object_count, active_object_count_wider)
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minetest.remove_node(pos)
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minetest.sound_play("fire_extinguish_flame",
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{pos = p0, max_hear_distance = 16, gain = 0.25})
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{pos = pos, max_hear_distance = 16, gain = 0.25})
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end,
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})
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@ -245,9 +245,7 @@ if minetest.setting_getbool("disable_fire") then
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interval = 7,
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chance = 1,
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catch_up = false,
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action = function(p0, node, _, _)
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minetest.remove_node(p0)
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end,
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action = minetest.remove_node,
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})
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else
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@ -260,12 +258,12 @@ else
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interval = 7,
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chance = 12,
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catch_up = false,
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action = function(p0, node, _, _)
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action = function(pos, node, active_object_count, active_object_count_wider)
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-- If there is water or stuff like that around node, don't ignite
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if minetest.find_node_near(p0, 1, {"group:puts_out_fire"}) then
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if minetest.find_node_near(pos, 1, {"group:puts_out_fire"}) then
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return
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end
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local p = minetest.find_node_near(p0, 1, {"air"})
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local p = minetest.find_node_near(pos, 1, {"air"})
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if p then
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minetest.set_node(p, {name = "fire:basic_flame"})
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end
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@ -280,8 +278,8 @@ else
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interval = 5,
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chance = 18,
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catch_up = false,
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action = function(p0, node, _, _)
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local p = minetest.find_node_near(p0, 1, {"group:flammable"})
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action = function(pos, node, active_object_count, active_object_count_wider)
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local p = minetest.find_node_near(pos, 1, {"group:flammable"})
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if p then
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-- remove flammable nodes around flame
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local flammable_node = minetest.get_node(p)
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@ -309,13 +307,13 @@ minetest.register_abm({
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neighbors = {"air"},
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interval = 5,
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chance = 10,
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action = function(p0, node, _, _)
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action = function(pos, node, active_object_count, active_object_count_wider)
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local reg = minetest.registered_nodes[node.name]
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if not reg or not reg.groups.igniter or reg.groups.igniter < 2 then
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return
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end
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local d = reg.groups.igniter
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local p = minetest.find_node_near(p0, d, {"group:flammable"})
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local p = minetest.find_node_near(pos, d, {"group:flammable"})
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if p then
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-- If there is water or stuff like that around flame, don't ignite
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if fire.flame_should_extinguish(p) then
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