stone_sounds = {} stone_sounds.footstep = {name = "stone_walk", gain = 1.0} stone_sounds.dug = {name = "stone_break", gain = 1.0} stone_sounds.place = {name = "block_place", gain = 1.0} glass_sounds = {} glass_sounds.footstep = {name = "glass_walk", gain = 1.0} glass_sounds.dug = {name = "glass_break", gain = 1.0} glass_sounds.place = {name = "block_place", gain = 1.0} wood_sounds = {} wood_sounds.footstep = {name = "wood_walk", gain = 1.0} wood_sounds.dug = {name = "wood_break", gain = 1.0} wood_sounds.place = {name = "block_place", gain = 1.0} local pgad_rules = { {x = 1, y = 0, z = 0}, {x = -1, y = 0, z = 0}, {x = 0, y = 1, z = 0}, {x = 0, y = -1, z = 0}, {x = 0, y = 0, z = 1}, {x = 0, y = 0, z = -1} } minetest.register_node( "portalgun:testblock", { description = "Test block", tiles = {"portalgun_testblock.png"}, groups = {cracky = 1}, sounds = stone_sounds } ) minetest.register_node( "portalgun:apb", { description = "Anti portal block", tiles = {"portalgun_testblock.png^[colorize:#ffffffaa"}, groups = {cracky = 3, antiportal = 1}, sounds = stone_sounds } ) minetest.register_node( "portalgun:apg", { description = "Anti portal glass", drawtype = "glasslike", paramtype = "light", sunlight_propagates = true, tiles = {"glass.png^[colorize:#ffffffaa"}, groups = {cracky = 1, antiportal = 1}, sounds = glass_sounds } ) minetest.register_node( "portalgun:hard_glass", { description = "Hard glass", drawtype = "glasslike", paramtype = "light", sunlight_propagates = true, tiles = {"glass.png^[colorize:#ddddddaa"}, groups = {cracky = 1}, sounds = glass_sounds } ) minetest.register_node( "portalgun:testblocks", { description = "Trapblock", tiles = {"portalgun_testblock.png"}, groups = {cracky = 1, mesecon = 2}, sounds = stone_sounds, mesecons = { conductor = { state = mesecon.state.off, onstate = "portalgun:testblocks2", rules = pgad_rules } } } ) minetest.register_node( "portalgun:testblocks2", { description = "Air block", tiles = {"portalgun_gravity.png"}, groups = {mesecon = 2, not_in_creative_inventory = 1}, drawtype = "airlike", pointable = false, sunlight_propagates = true, drop = "portalgun:testblocks", paramtype = "light", walkable = false, mesecons = { conductor = { state = mesecon.state.on, offstate = "portalgun:testblocks", rules = pgad_rules } } } )