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} } 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} minetest.register_node( "portalgun:dmgblock_1", { description = "Damage block (hurts when not active)", tiles = {"portalgun_powerwall.png"}, groups = {cracky = 1, mesecon = 2}, drawtype = "glasslike", paramtype = "light", alpha = 50, sunlight_propagates = true, sounds = stone_sounds, walkable = false, damage_per_second = 5, mesecons = { conductor = { state = mesecon.state.off, onstate = "portalgun:dmgblock_2", rules = pgad_rules } } } ) minetest.register_node( "portalgun:dmgblock_2", { description = "Damage block", tiles = {"portalgun_gravity.png"}, groups = {mesecon = 2, not_in_creative_inventory = 1}, drawtype = "airlike", pointable = false, sunlight_propagates = true, drop = "portalgun:dmgblock_1", paramtype = "light", walkable = false, mesecons = { conductor = { state = mesecon.state.on, offstate = "portalgun:dmgblock_1", rules = pgad_rules } } } )