Fire: Move flame extinguishing to separate faster ABM
Add extinguish sounds (from default mod lavacooling) 'disable fire' setting extinguishes fire quickly using a dedicated ABM 'disable fire' also disables all other ABMs Simplify flammable node removal ABM Speed up node ignition, it was too slow Add 'sunlight propagates = true' and 'paramtype = "light" to flame Balance fire sounds' gain
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@ -16,11 +16,13 @@ minetest.register_node("fire:basic_flame", {
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aspect_w = 16, aspect_h = 16, length = 1},
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aspect_w = 16, aspect_h = 16, length = 1},
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}},
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}},
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inventory_image = "fire_basic_flame.png",
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inventory_image = "fire_basic_flame.png",
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paramtype = "light",
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light_source = 14,
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light_source = 14,
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groups = {igniter = 2, dig_immediate = 3},
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groups = {igniter = 2, dig_immediate = 3},
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drop = '',
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drop = '',
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walkable = false,
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walkable = false,
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buildable_to = true,
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buildable_to = true,
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sunlight_propagates = true,
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damage_per_second = 4,
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damage_per_second = 4,
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on_construct = function(pos)
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on_construct = function(pos)
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@ -31,21 +33,13 @@ minetest.register_node("fire:basic_flame", {
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minetest.after(0, fire.on_flame_remove_at, pos)
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minetest.after(0, fire.on_flame_remove_at, pos)
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end,
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end,
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-- unaffected by explosions
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on_blast = function() end, -- unaffected by explosions
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on_blast = function() end,
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})
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})
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-- Fire sounds table
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-- key: position hash of low corner of area
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-- value: {handle=sound handle, name=sound name}
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fire.sounds = {}
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-- Get sound area of position
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-- Get sound area of position
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-- size of sound areas
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fire.D = 6 -- size of sound areas
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fire.D = 6
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function fire.get_area_p0p1(pos)
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function fire.get_area_p0p1(pos)
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local p0 = {
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local p0 = {
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@ -62,6 +56,12 @@ function fire.get_area_p0p1(pos)
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end
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end
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-- Fire sounds table
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-- key: position hash of low corner of area
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-- value: {handle=sound handle, name=sound name}
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fire.sounds = {}
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-- Update fire sounds in sound area of position
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-- Update fire sounds in sound area of position
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function fire.update_sounds_around(pos)
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function fire.update_sounds_around(pos)
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@ -73,9 +73,9 @@ function fire.update_sounds_around(pos)
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local should_have_sound = (#flames_p > 0)
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local should_have_sound = (#flames_p > 0)
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local wanted_sound = nil
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local wanted_sound = nil
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if #flames_p >= 9 then
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if #flames_p >= 9 then
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wanted_sound = {name = "fire_large", gain = 1.5}
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wanted_sound = {name = "fire_large", gain = 0.7}
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elseif #flames_p > 0 then
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elseif #flames_p > 0 then
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wanted_sound = {name = "fire_small", gain = 1.5}
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wanted_sound = {name = "fire_small", gain = 0.9}
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end
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end
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local p0_hash = minetest.hash_node_position(p0)
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local p0_hash = minetest.hash_node_position(p0)
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local sound = fire.sounds[p0_hash]
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local sound = fire.sounds[p0_hash]
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@ -125,33 +125,84 @@ end
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-- Detect nearby extinguishing nodes
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-- Detect nearby extinguishing nodes
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function fire.flame_should_extinguish(pos)
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function fire.flame_should_extinguish(pos)
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if minetest.setting_getbool("disable_fire") then return true end
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return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
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--return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
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local p0 = {x = pos.x - 1, y = pos.y, z = pos.z - 1}
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local p1 = {x = pos.x + 1, y = pos.y + 1, z = pos.z + 1}
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local ps = minetest.find_nodes_in_area(p0, p1, {"group:puts_out_fire"})
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return (#ps ~= 0)
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end
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end
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-- Ignite neighboring nodes
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-- Enable ABMs according to 'disable fire' setting
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minetest.register_abm({
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if minetest.setting_getbool("disable_fire") then
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nodenames = {"group:flammable"},
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neighbors = {"group:igniter"},
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-- Extinguish flames quickly with dedicated ABM
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interval = 7,
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chance = 32,
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minetest.register_abm({
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action = function(p0, node, _, _)
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nodenames = {"fire:basic_flame"},
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-- If there is water or stuff like that around flame, don't ignite
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interval = 3,
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if fire.flame_should_extinguish(p0) then
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chance = 2,
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return
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action = function(p0, node, _, _)
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end
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minetest.remove_node(p0)
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local p = fire.find_pos_for_flame_around(p0)
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end,
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if p then
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})
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minetest.set_node(p, {name = "fire:basic_flame"})
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end
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else
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end,
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})
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-- Extinguish flames quickly with water, snow, ice
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minetest.register_abm({
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nodenames = {"fire:basic_flame"},
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neighbors = {"group:puts_out_fire"},
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interval = 3,
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chance = 2,
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action = function(p0, node, _, _)
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minetest.remove_node(p0)
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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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end,
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})
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-- Ignite neighboring nodes
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minetest.register_abm({
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nodenames = {"group:flammable"},
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neighbors = {"group:igniter"},
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interval = 7,
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chance = 16,
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action = function(p0, node, _, _)
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-- If there is water or stuff like that around node, don't ignite
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if fire.flame_should_extinguish(p0) then
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return
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end
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local p = fire.find_pos_for_flame_around(p0)
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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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end,
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})
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-- Remove flames and flammable nodes
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minetest.register_abm({
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nodenames = {"fire:basic_flame"},
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interval = 5,
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chance = 16,
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action = function(p0, node, _, _)
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-- If there are no flammable nodes around flame, remove flame
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if not minetest.find_node_near(p0, 1, {"group:flammable"}) then
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minetest.remove_node(p0)
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return
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end
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if math.random(1, 4) == 1 then
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-- remove flammable nodes around flame
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local p = minetest.find_node_near(p0, 1, {"group:flammable"})
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if p then
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minetest.remove_node(p)
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nodeupdate(p)
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end
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end
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end,
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})
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end
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-- Rarely ignite things from far
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-- Rarely ignite things from far
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@ -184,44 +235,3 @@ minetest.register_abm({
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end,
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end,
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})
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})
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--]]
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--]]
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-- Remove flammable nodes and flame
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minetest.register_abm({
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nodenames = {"fire:basic_flame"},
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interval = 5,
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chance = 16,
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action = function(p0, node, _, _)
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-- If there is water or stuff like that around flame, remove flame
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if fire.flame_should_extinguish(p0) then
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minetest.remove_node(p0)
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return
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end
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-- Make the following things rarer
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if math.random(1, 3) == 1 then
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return
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end
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-- If there are no flammable nodes around flame, remove flame
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if not minetest.find_node_near(p0, 1, {"group:flammable"}) then
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minetest.remove_node(p0)
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return
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end
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if math.random(1, 4) == 1 then
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-- remove a flammable node around flame
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local p = minetest.find_node_near(p0, 1, {"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 remove
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if fire.flame_should_extinguish(p0) then
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return
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end
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minetest.remove_node(p)
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nodeupdate(p)
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end
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else
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-- remove flame
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minetest.remove_node(p0)
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end
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end,
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})
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BIN
mods/fire/sounds/fire_extinguish_flame.1.ogg
Normal file
BIN
mods/fire/sounds/fire_extinguish_flame.1.ogg
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BIN
mods/fire/sounds/fire_extinguish_flame.2.ogg
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BIN
mods/fire/sounds/fire_extinguish_flame.2.ogg
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BIN
mods/fire/sounds/fire_extinguish_flame.3.ogg
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BIN
mods/fire/sounds/fire_extinguish_flame.3.ogg
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