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Move mock_tnt to its own repo (https://github.com/Poikilos/mock_tnt).

master
poikilos 12 months ago
parent
commit
d2de1fbd95
  1. 13
      changelog.md
  2. 16
      patches/mods-multiplayer/mock_tnt/README.txt
  3. 2
      patches/mods-multiplayer/mock_tnt/depends.txt
  4. BIN
      patches/mods-multiplayer/mock_tnt/etc/8bit/mock_tnt_blast.png
  5. BIN
      patches/mods-multiplayer/mock_tnt/etc/mock_tnt_background.png
  6. BIN
      patches/mods-multiplayer/mock_tnt/etc/mock_tnt_side-normal.png
  7. BIN
      patches/mods-multiplayer/mock_tnt/etc/mock_tnt_tnt_item.png
  8. BIN
      patches/mods-multiplayer/mock_tnt/etc/mock_tnt_tnt_node.png
  9. BIN
      patches/mods-multiplayer/mock_tnt/etc/mock_tnt_tnt_object.png
  10. 654
      patches/mods-multiplayer/mock_tnt/init.lua
  11. 33
      patches/mods-multiplayer/mock_tnt/playereffects.lua
  12. BIN
      patches/mods-multiplayer/mock_tnt/textures/mock_tnt_blast.png
  13. BIN
      patches/mods-multiplayer/mock_tnt/textures/mock_tnt_boom.png
  14. BIN
      patches/mods-multiplayer/mock_tnt/textures/mock_tnt_bottom.png
  15. BIN
      patches/mods-multiplayer/mock_tnt/textures/mock_tnt_side-blank.png
  16. BIN
      patches/mods-multiplayer/mock_tnt/textures/mock_tnt_side.png
  17. BIN
      patches/mods-multiplayer/mock_tnt/textures/mock_tnt_smoke.png
  18. BIN
      patches/mods-multiplayer/mock_tnt/textures/mock_tnt_top.png
  19. BIN
      patches/mods-multiplayer/mock_tnt/textures/mock_tnt_top_burning_animated.png
  20. BIN
      patches/mods-multiplayer/mock_tnt/textures/playereffects_example_black.png
  21. 4
      patches/mods-multiplayer/mock_tnt/update local.bat

13
changelog.md

@ -5,6 +5,11 @@ The format is based on [Keep a
Changelog](https://keepachangelog.com/en/1.0.0/).
## [git] - 2024-01-06
### Removed
- Move mock_tnt to its own repo (https://github.com/Poikilos/mock_tnt).
## [git] - 2020-05-07
### Changed
- Make both `install-minetest-linux64.sh` and
@ -343,13 +348,7 @@ mv unmounter unmounter.sh
## [git] - 2017-05-15
### Added
* mock_tnt: doesn't destroy blocks, can coexist with regular tnt mod
(all tnt is replaced with mock_tnt if tnt is disabled). This mod is
helpful for when multiplayer servers have tnt disabled but players
have acquired 'unknown item' (tnt:tnt) as loot. The Unknown Explosive
says 'unknown item' on it, as a seemless replacement :)
(see patches/mods-multiplayer/mock_tnt/)
* mock_tnt
## [git] - 2017-04-20

16
patches/mods-multiplayer/mock_tnt/README.txt

@ -1,16 +0,0 @@
# Mock TNT
Mod for Minetest
## Usage
* Place in mods folder such as in your subgame
* "Unknown Explosive" (mock_tnt:mock_tnt) can coexist with TNT if TNT is enabled, but gunpowder and mock_tnt work even if enable_tnt is false.
## Differences from regular TNT
* Does not harm any block or entity
## Known Issues
* when TNT is enabled, there is no crafting recipe for mock_tnt
* also ignite gunpowder with "default:torch", "fire:permanent_flame" (minetest_game only ignites via "fire:basic_flame", "default:lava_source", "default:lava_flowing") -- for some reason torch works already but permanent_flame does not
* Make gunpowder ignite via "building_blocks:Fireplace"
* Make TNT ignite via neighbors "throwing:arrow_fireworks_blue", "throwing:arrow_fireworks_red"
* Make "fire:flint_and_steel" item ignite TNT and gunpowder

2
patches/mods-multiplayer/mock_tnt/depends.txt

@ -1,2 +0,0 @@
default
playereffects?

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654
patches/mods-multiplayer/mock_tnt/init.lua

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-- nondestructive replacement for tnt
-- uses some code from minetest\games\default\mods\tnt\init.lua
mock_tnt = {}
-- Default to enabled when in singleplayer
local enable_tnt = minetest.setting_getbool("enable_tnt")
if enable_tnt == nil then
enable_tnt = minetest.is_singleplayer()
end
local loss_prob = {}
loss_prob["default:cobble"] = 3
loss_prob["default:dirt"] = 4
local tnt_radius = tonumber(minetest.setting_get("tnt_radius") or 3)
-- Fill a list with data for content IDs, after all nodes are registered
local cid_data = {}
minetest.after(0, function()
for name, def in pairs(minetest.registered_nodes) do
cid_data[minetest.get_content_id(name)] = {
name = name,
drops = def.drops,
flammable = def.groups.flammable,
on_blast = def.on_blast,
}
end
end)
local function notify(name, retcode)
if(retcode == false) then
minetest.chat_send_player(name, "You did not suffer any ill effects.")
-- else
-- NOTE: tostring(retcode) is just a number, and debuff countdowns are automatically shown on right anyway
-- minetest.chat_send_player(name, "You temporarily suffer from "..tostring(retcode))
end
end
if (minetest.global_exists("playereffects")) then
dofile(minetest.get_modpath(minetest.get_current_modname()).."/playereffects.lua")
end
local function apply_flashbang_debuffs(player)
if (minetest.global_exists("playereffects")) then
-- see also /usr/local/share/minetest/games/ENLIVEN/mods/playereffects/examples.lua
local ret = playereffects.apply_effect_type("blind", 10, player)
notify(player:get_player_name(), ret)
local ret = playereffects.apply_effect_type("low_speed", 12, player)
notify(player:get_player_name(), ret)
end
end
local function rand_pos(center, pos, radius)
local def
local reg_nodes = minetest.registered_nodes
local i = 0
repeat
-- Give up and use the center if this takes too long
if i > 4 then
pos.x, pos.z = center.x, center.z
break
end
pos.x = center.x + math.random(-radius, radius)
pos.z = center.z + math.random(-radius, radius)
def = reg_nodes[minetest.get_node(pos).name]
i = i + 1
until def and not def.walkable
end
local function eject_drops(drops, pos, radius)
local drop_pos = vector.new(pos)
for _, item in pairs(drops) do
local count = math.min(item:get_count(), item:get_stack_max())
while count > 0 do
local take = math.max(1,math.min(radius * radius,
count,
item:get_stack_max()))
rand_pos(pos, drop_pos, radius)
local dropitem = ItemStack(item)
dropitem:set_count(take)
local obj = minetest.add_item(drop_pos, dropitem)
if obj then
obj:get_luaentity().collect = true
obj:setacceleration({x = 0, y = -10, z = 0})
obj:setvelocity({x = math.random(-3, 3),
y = math.random(0, 10),
z = math.random(-3, 3)})
end
count = count - take
end
end
end
local function add_drop(drops, item)
item = ItemStack(item)
local name = item:get_name()
if loss_prob[name] ~= nil and math.random(1, loss_prob[name]) == 1 then
return
end
local drop = drops[name]
if drop == nil then
drops[name] = item
else
drop:set_count(drop:get_count() + item:get_count())
end
end
local function calc_velocity(pos1, pos2, old_vel, power)
-- Avoid errors caused by a vector of zero length
if vector.equals(pos1, pos2) then
return old_vel
end
local vel = vector.direction(pos1, pos2)
vel = vector.normalize(vel)
vel = vector.multiply(vel, power)
-- Divide by distance
local dist = vector.distance(pos1, pos2)
dist = math.max(dist, 1)
vel = vector.divide(vel, dist)
-- Add old velocity
vel = vector.add(vel, old_vel)
-- randomize it a bit
vel = vector.add(vel, {
x = math.random() - 0.5,
y = math.random() - 0.5,
z = math.random() - 0.5,
})
-- Limit to terminal velocity
dist = vector.length(vel)
if dist > 250 then
vel = vector.divide(vel, dist / 250)
end
return vel
end
local function entity_physics(pos, radius, drops)
local objs = minetest.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do
local obj_pos = obj:getpos()
local dist = math.max(1, vector.distance(pos, obj_pos))
local damage = (4 / dist) * radius
if obj:is_player() then
-- currently the engine has no method to set
-- player velocity. See #2960
-- instead, we knock the player back 1.0 node, and slightly upwards
local dir = vector.normalize(vector.subtract(obj_pos, pos))
local moveoff = vector.multiply(dir, dist + 1.0)
local newpos = vector.add(pos, moveoff)
newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0})
obj:setpos(newpos)
obj:set_hp(obj:get_hp() - damage)
else
local do_damage = true
local do_knockback = true
local entity_drops = {}
local luaobj = obj:get_luaentity()
local objdef = minetest.registered_entities[luaobj.name]
if objdef and objdef.on_blast then
do_damage, do_knockback, entity_drops = objdef.on_blast(luaobj, damage)
end
if do_knockback then
local obj_vel = obj:getvelocity()
obj:setvelocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10))
end
if do_damage then
if not obj:get_armor_groups().immortal then
obj:punch(obj, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
end
end
for _, item in pairs(entity_drops) do
add_drop(drops, item)
end
end
end
end
local function add_effects(pos, radius, drops)
minetest.add_particle({
pos = pos,
velocity = vector.new(),
acceleration = vector.new(),
expirationtime = 0.4,
size = radius * 10,
collisiondetection = false,
vertical = false,
texture = "mock_tnt_boom.png",
})
minetest.add_particlespawner({
amount = 64,
time = 0.5,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x = -10, y = -10, z = -10},
maxvel = {x = 10, y = 10, z = 10},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 1,
maxexptime = 2.5,
minsize = radius * 3,
maxsize = radius * 5,
texture = "mock_tnt_smoke.png",
})
-- we just dropped some items. Look at the items entities and pick
-- one of them to use as texture
local texture = "mock_tnt_blast.png" --fallback texture
if drops ~= nil then
local most = 0
for name, stack in pairs(drops) do
local count = stack:get_count()
if count > most then
most = count
local def = minetest.registered_nodes[name]
if def and def.tiles and def.tiles[1] then
texture = def.tiles[1]
end
end
end
end
minetest.add_particlespawner({
amount = 64,
time = 0.1,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x = -3, y = 0, z = -3},
maxvel = {x = 3, y = 5, z = 3},
minacc = {x = 0, y = -10, z = 0},
maxacc = {x = 0, y = -10, z = 0},
minexptime = 0.8,
maxexptime = 2.0,
minsize = radius * 0.66,
maxsize = radius * 2,
texture = texture,
collisiondetection = true,
})
end
function mock_tnt.burn(pos, nodename)
local name = nodename or minetest.get_node(pos).name
local group = minetest.get_item_group(name, "mock_tnt")
if group > 0 then
minetest.sound_play("tnt_ignite", {pos = pos})
minetest.set_node(pos, {name = name .. "_burning"})
minetest.get_node_timer(pos):start(1)
elseif name == "tnt:gunpowder" then
minetest.set_node(pos, {name = "tnt:gunpowder_burning"})
end
end
local function UNUSED_mock_tnt_explode(pos, radius, ignore_protection, ignore_on_blast)
-- NOTE: register_tnt def param and register_tnt itself leave ignore_protection undefined
-- which translates to false below.
pos = vector.round(pos)
-- scan for adjacent TNT nodes first, and enlarge the explosion
local vm1 = VoxelManip()
local p1 = vector.subtract(pos, 2)
local p2 = vector.add(pos, 2)
local minp, maxp = vm1:read_from_map(p1, p2)
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm1:get_data()
local count = 0
local c_tnt = minetest.get_content_id("mock_tnt:mock_tnt")
local c_tnt_burning = minetest.get_content_id("mock_tnt:mock_tnt_burning")
local c_tnt_boom = minetest.get_content_id("mock_tnt:boom")
local c_air = minetest.get_content_id("air")
for z = pos.z - 2, pos.z + 2 do
for y = pos.y - 2, pos.y + 2 do
local vi = a:index(pos.x - 2, y, z)
for x = pos.x - 2, pos.x + 2 do
local cid = data[vi]
if cid == c_tnt or cid == c_tnt_boom or cid == c_tnt_burning then
count = count + 1
data[vi] = c_air
end
vi = vi + 1
end
end
end
vm1:set_data(data)
vm1:write_to_map()
-- recalculate new radius
radius = math.floor(radius * math.pow(count, 1/3))
-- perform the explosion
local vm = VoxelManip()
local pr = PseudoRandom(os.time())
p1 = vector.subtract(pos, radius)
p2 = vector.add(pos, radius)
minp, maxp = vm:read_from_map(p1, p2)
a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
data = vm:get_data()
local drops = {}
local on_blast_queue = {}
local c_fire = minetest.get_content_id("fire:basic_flame")
-- for z = -radius, radius do
-- for y = -radius, radius do
-- local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
-- for x = -radius, radius do
-- local r = vector.length(vector.new(x, y, z))
-- if (radius * radius) / (r * r) >= (pr:next(80, 125) / 100) then
-- local cid = data[vi]
-- local p = {x = pos.x + x, y = pos.y + y, z = pos.z + z}
-- if cid ~= c_air then
-- data[vi] = destroy(drops, p, cid, c_air, c_fire,
-- on_blast_queue, ignore_protection,
-- ignore_on_blast)
-- end
-- end
-- vi = vi + 1
-- end
-- end
-- end
-- vm:set_data(data)
-- vm:write_to_map()
-- vm:update_map()
-- vm:update_liquids()
-- call check_single_for_falling for everything within 1.5x blast radius
for y = -radius * 1.5, radius * 1.5 do
for z = -radius * 1.5, radius * 1.5 do
for x = -radius * 1.5, radius * 1.5 do
local rad = {x = x, y = y, z = z}
local s = vector.add(pos, rad)
local r = vector.length(rad)
if r / radius < 1.4 then
minetest.check_single_for_falling(s)
end
end
end
end
for _, queued_data in pairs(on_blast_queue) do
local dist = math.max(1, vector.distance(queued_data.pos, pos))
local intensity = (radius * radius) / (dist * dist)
local node_drops = queued_data.on_blast(queued_data.pos, intensity)
if node_drops then
for _, item in pairs(node_drops) do
add_drop(drops, item)
end
end
end
return drops, radius
end
function mock_tnt.boom(pos, def)
minetest.sound_play("tnt_explode", {pos = pos, gain = 1.5, max_hear_distance = 2*64})
minetest.set_node(pos, {name = "mock_tnt:boom"})
-- local drops, radius = mock_tnt_explode(pos, def.radius, def.ignore_protection,
-- def.ignore_on_blast)
-- append entity drops
-- local damage_radius = (radius / def.radius) * def.damage_radius
local drops = {}
local radius = def.damage_radius
local damage_radius = def.damage_radius
entity_physics(pos, damage_radius, drops)
local objs = minetest.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do
local obj_pos = obj:getpos()
local dist = math.max(1, vector.distance(pos, obj_pos))
local damage = (4 / dist) * radius
if obj:is_player() then
apply_flashbang_debuffs(obj)
end
end
if not def.disable_drops then
eject_drops(drops, pos, radius)
end
add_effects(pos, radius, drops)
-- add_effects_nodrops(pos, damage_radius)
end
minetest.register_node("mock_tnt:boom", {
drawtype = "airlike",
light_source = default.LIGHT_MAX,
walkable = false,
drop = "",
groups = {dig_immediate = 3},
on_construct = function(pos)
minetest.get_node_timer(pos):start(0.4)
end,
on_timer = function(pos, elapsed)
minetest.remove_node(pos)
end,
-- unaffected by explosions
on_blast = function() end,
})
function mock_tnt.register_tnt(def)
local name
if not def.name:find(':') then
name = "mock_tnt:" .. def.name
else
name = def.name
def.name = def.name:match(":([%w_]+)")
end
if not def.tiles then def.tiles = {} end
local tnt_top = def.tiles.top or def.name .. "_top.png"
local tnt_bottom = def.tiles.bottom or def.name .. "_bottom.png"
local tnt_side = def.tiles.side or def.name .. "_side.png"
local tnt_burning = def.tiles.burning or def.name .. "_top_burning_animated.png"
local all_tiles = { tnt_top, tnt_bottom, tnt_side }
if def.all_tiles then all_tiles = def.all_tiles end
if not def.damage_radius then def.damage_radius = def.radius * 2 end
-- if "not" since only make fake if real does not exist:
-- if not enable_tnt then
minetest.register_node(":" .. name, {
description = def.description,
tiles = all_tiles,
is_ground_content = false,
groups = {dig_immediate = 2, mesecon = 2, tnt = 1, flammable = 5},
sounds = default.node_sound_sand_defaults(),
on_punch = function(pos, node, puncher)
if puncher:get_wielded_item():get_name() == "default:torch" then
minetest.set_node(pos, {name = name .. "_burning"})
end
end,
on_blast = function(pos, intensity)
minetest.after(0.1, function()
mock_tnt.boom(pos, def)
end)
end,
mesecons = {effector =
{action_on =
function(pos)
mock_tnt.boom(pos, def)
end
}
},
on_burn = function(pos)
minetest.set_node(pos, {name = name .. "_burning"})
end,
on_ignite = function(pos, igniter)
minetest.set_node(pos, {name = name .. "_burning"})
end,
})
-- end
minetest.register_node(":" .. name .. "_burning", {
tiles = {
{
name = tnt_burning,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1,
}
},
tnt_bottom, tnt_side
},
light_source = 5,
drop = "",
sounds = default.node_sound_sand_defaults(),
groups = {falling_node = 1},
on_timer = function(pos, elapsed)
mock_tnt.boom(pos, def)
end,
-- unaffected by explosions
on_blast = function() end,
on_construct = function(pos)
minetest.sound_play("tnt_ignite", {pos = pos})
minetest.get_node_timer(pos):start(4)
minetest.check_for_falling(pos)
end,
})
end
-- minetest.register_node( "mock_tnt:mock_tnt", {
-- description = "Unknown Explosive",
-- tiles = { "mock_tnt_top.png", "mock_tnt_sides.png", "mock_tnt_sides.png", "mock_tnt_sides.png", "mock_tnt_sides.png", "mock_tnt_sides.png" },
-- is_ground_content = true,
-- groups = {cracky = 1, level = 2},
-- sounds = default.node_sound_sand_defaults(),
-- })
mock_tnt.register_tnt({
name = "mock_tnt:mock_tnt",
description = "Unknown Explosive",
radius = tnt_radius,
-- all_tiles = { "mock_tnt_top.png", "mock_tnt_bottom.png", "mock_tnt_side-blank.png", "mock_tnt_side-blank.png", "mock_tnt_side.png", "mock_tnt_side.png" },
-- could also be top,bottom,east,east,north,north
-- or top,bottom,side
})
-- Only when "not" to not overlap tnt mod:
if not enable_tnt then
minetest.register_alias("tnt:tnt", "mock_tnt:mock_tnt")
minetest.register_craft({
output = "mock_tnt:mock_tnt",
recipe = {
{"group:wood", "tnt:gunpowder", "group:wood"},
{"tnt:gunpowder", "tnt:gunpowder", "tnt:gunpowder"},
{"group:wood", "tnt:gunpowder", "group:wood"}
}
})
minetest.register_abm({
label = "mock_tnt ignition",
nodenames = {"group:tnt", "tnt:gunpowder"},
neighbors = {"fire:basic_flame", "default:lava_source", "default:lava_flowing", "default:torch", "fire:permanent_flame"},
interval = 4,
chance = 1,
action = function(pos, node)
mock_tnt.burn(pos, node.name)
end,
})
end
-- ALREADY DONE by minetest_game tnt mod even if tnt_enable is false:
-- minetest.register_node("tnt:gunpowder_burning", {
-- drawtype = "raillike",
-- paramtype = "light",
-- sunlight_propagates = true,
-- walkable = false,
-- light_source = 5,
-- tiles = {{
-- name = "mock_tnt_gunpowder_burning_straight_animated.png",
-- animation = {
-- type = "vertical_frames",
-- aspect_w = 16,
-- aspect_h = 16,
-- length = 1,
-- }
-- },
-- {
-- name = "mock_tnt_gunpowder_burning_curved_animated.png",
-- animation = {
-- type = "vertical_frames",
-- aspect_w = 16,
-- aspect_h = 16,
-- length = 1,
-- }
-- },
-- {
-- name = "mock_tnt_gunpowder_burning_t_junction_animated.png",
-- animation = {
-- type = "vertical_frames",
-- aspect_w = 16,
-- aspect_h = 16,
-- length = 1,
-- }
-- },
-- {
-- name = "mock_tnt_gunpowder_burning_crossing_animated.png",
-- animation = {
-- type = "vertical_frames",
-- aspect_w = 16,
-- aspect_h = 16,
-- length = 1,
-- }
-- }},
-- selection_box = {
-- type = "fixed",
-- fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
-- },
-- drop = "",
-- groups = {dig_immediate = 2, attached_node = 1, connect_to_raillike = minetest.raillike_group("gunpowder")},
-- sounds = default.node_sound_leaves_defaults(),
-- on_timer = function(pos, elapsed)
-- for dx = -1, 1 do
-- for dz = -1, 1 do
-- for dy = -1, 1 do
-- if not (dx == 0 and dz == 0) then
-- mock_tnt.burn({
-- x = pos.x + dx,
-- y = pos.y + dy,
-- z = pos.z + dz,
-- })
-- end
-- end
-- end
-- end
-- minetest.remove_node(pos)
-- end,
-- -- unaffected by explosions
-- on_blast = function() end,
-- on_construct = function(pos)
-- minetest.sound_play("mock_tnt_gunpowder_burning", {pos = pos, gain = 2})
-- minetest.get_node_timer(pos):start(1)
-- end,
-- })
--
-- minetest.register_craft({
-- output = "tnt:gunpowder 5",
-- type = "shapeless",
-- recipe = {"default:coal_lump", "default:gravel"}
-- })
-- minetest.register_node("tnt:gunpowder", {
-- description = "Gun Powder",
-- drawtype = "raillike",
-- paramtype = "light",
-- is_ground_content = false,
-- sunlight_propagates = true,
-- walkable = false,
-- tiles = {"mock_tnt_gunpowder_straight.png", "mock_tnt_gunpowder_curved.png", "mock_tnt_gunpowder_t_junction.png", "mock_tnt_gunpowder_crossing.png"},
-- inventory_image = "mock_tnt_gunpowder_inventory.png",
-- wield_image = "mock_tnt_gunpowder_inventory.png",
-- selection_box = {
-- type = "fixed",
-- fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
-- },
-- groups = {dig_immediate = 2, attached_node = 1, flammable = 5,
-- connect_to_raillike = minetest.raillike_group("gunpowder")},
-- sounds = default.node_sound_leaves_defaults(),
--
-- on_punch = function(pos, node, puncher)
-- if puncher:get_wielded_item():get_name() == "default:torch" then
-- minetest.set_node(pos, {name = "tnt:gunpowder_burning"})
-- end
-- end,
-- on_blast = function(pos, intensity)
-- minetest.set_node(pos, {name = "tnt:gunpowder_burning"})
-- end,
-- on_burn = function(pos)
-- minetest.set_node(pos, {name = "tnt:gunpowder_burning"})
-- end,
-- on_ignite = function(pos, igniter)
-- minetest.set_node(pos, {name = "tnt:gunpowder_burning"})
-- end,
-- })

33
patches/mods-multiplayer/mock_tnt/playereffects.lua

@ -1,33 +0,0 @@
-- Slows the user down
playereffects.register_effect_type("low_speed", "Low speed", nil, {"speed"},
function(player)
player:set_physics_override(0.25,nil,nil)
end,
function(effect, player)
player:set_physics_override(1,nil,nil)
end
)
-- Makes the player screen black for 5 seconds (very experimental!)
playereffects.register_effect_type("blind", "Blind", nil, {},
function(player)
local hudid = player:hud_add({
hud_elem_type = "image",
position = { x=0.5, y=0.5 },
scale = { x=-100, y=-100 },
text = "playereffects_example_black.png",
})
if(hudid ~= nil) then
return { hudid = hudid }
else
minetest.log("error", "[playereffects] [examples] The effect \"Blind\" could not be applied. The call to hud_add(...) failed.")
return false
end
end,
function(effect, player)
player:hud_remove(effect.metadata.hudid)
end
)

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4
patches/mods-multiplayer/mock_tnt/update local.bat

@ -1,4 +0,0 @@
copy /y *.lua C:\games\Minetest\games\ENLIVEN\mods\mock_tnt\
copy /y *.md C:\games\Minetest\games\ENLIVEN\mods\mock_tnt\
copy /y textures\*.png C:\games\Minetest\games\ENLIVEN\mods\mock_tnt\textures\
if NOT ["%errorlevel%"]==["0"] pause
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