TNT particles: use drops list smartly

The drops list already has quantities, so let's just select the one
with the highest quantity from it, and use that as tile. Fallback
tile will therefore only be used if explosion happens in air. Oh well.
This commit is contained in:
Auke Kok 2016-03-18 23:07:15 -07:00 committed by paramat
parent 6cf30bfdc2
commit f7553240f9

@ -138,7 +138,7 @@ local function entity_physics(pos, radius)
end
end
local function add_effects(pos, radius)
local function add_effects(pos, radius, drops)
minetest.add_particlespawner({
amount = 128,
time = 1,
@ -158,14 +158,12 @@ local function add_effects(pos, radius)
-- we just dropped some items. Look at the items entities and pick
-- one of them to use as texture
local texture = "tnt_blast.png" --fallback texture
local objs = minetest.get_objects_inside_radius(pos, 2)
for _, obj in pairs(objs) do
if obj and obj:get_luaentity() then
local def = ItemStack(obj:get_luaentity().itemstring):get_definition()
if def.tiles then
texture = def.tiles[1]
break
end
local most = 0
for name, stack in pairs(drops) do
local count = stack:get_count()
if count > most then
most = count
texture = minetest.registered_nodes[name].tiles[1]
end
end
@ -265,7 +263,7 @@ function tnt.boom(pos, def)
if not def.disable_drops then
eject_drops(drops, pos, def.radius)
end
add_effects(pos, def.radius)
add_effects(pos, def.radius, drops)
end
minetest.register_node("tnt:boom", {