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