Tidy up generate_from_settingtypes.lua a bit.
[oweals/minetest.git] / builtin / game / static_spawn.lua
index 492ab6ca6b0a2dabbfbb25eba4150c3fb39b4580..10033422639c6d04d2c7a0edf0945f5cddc41de0 100644 (file)
@@ -3,31 +3,23 @@
 local function warn_invalid_static_spawnpoint()
        if core.setting_get("static_spawnpoint") and
                        not core.setting_get_pos("static_spawnpoint") then
-               core.log('error', "The static_spawnpoint setting is invalid: \""..
+               core.log("error", "The static_spawnpoint setting is invalid: \""..
                                core.setting_get("static_spawnpoint").."\"")
        end
 end
 
 warn_invalid_static_spawnpoint()
 
-local function put_player_in_spawn(obj)
-       warn_invalid_static_spawnpoint()
+local function put_player_in_spawn(player_obj)
        local static_spawnpoint = core.setting_get_pos("static_spawnpoint")
        if not static_spawnpoint then
                return false
        end
-       core.log('action', "Moving "..obj:get_player_name()..
-                       " to static spawnpoint at "..
-                       core.pos_to_string(static_spawnpoint))
-       obj:setpos(static_spawnpoint)
+       core.log("action", "Moving " .. player_obj:get_player_name() ..
+               " to static spawnpoint at " .. core.pos_to_string(static_spawnpoint))
+       player_obj:setpos(static_spawnpoint)
        return true
 end
 
-core.register_on_newplayer(function(obj)
-       put_player_in_spawn(obj)
-end)
-
-core.register_on_respawnplayer(function(obj)
-       return put_player_in_spawn(obj)
-end)
-
+core.register_on_newplayer(put_player_in_spawn)
+core.register_on_respawnplayer(put_player_in_spawn)