end
if not do_preserve then
-- Drop stuff other than the node itself
- itemstacks = minetest.get_node_drops(n0.name)
+ local itemstacks = minetest.get_node_drops(n0.name)
for _, itemname in ipairs(itemstacks) do
if minetest.get_item_group(n0.name, "leafdecay_drop") ~= 0 or
itemname ~= n0.name then
groups = {choppy=3,oddly_breakable_by_hand=2,flammable=3},
sounds = default.node_sound_wood_defaults(),
on_construct = function(pos)
- local meta = minetest.env:get_meta(pos)
+ local meta = minetest.get_meta(pos)
meta:set_string("formspec", default.bookshelf_formspec)
local inv = meta:get_inventory()
inv:set_size("books", 8*2)
end,
can_dig = function(pos,player)
- local meta = minetest.env:get_meta(pos);
+ local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("books")
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
- local meta = minetest.env:get_meta(pos)
+ local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if listname == "books" then
if stack:get_name() == "default:book" then
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
- local meta = minetest.env:get_meta(pos)
+ local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local stack = inv:get_stack(from_list, from_index)
local to_stack = inv:get_stack(to_list, to_index)
local me = minetest.get_node(pos)
local tmp_node
local tmp_node2
- oben = {x=pos.x, y=pos.y+1, z=pos.z}
- if state == 1 then
- state = 0
- minetest.sound_play("door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
- tmp_node = {name="doors:trapdoor", param1=me.param1, param2=me.param2}
- else
- state = 1
- minetest.sound_play("door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
- tmp_node = {name="doors:trapdoor_open", param1=me.param1, param2=me.param2}
- end
- update_door(pos, tmp_node)
- meta:set_int("state", state)
+ if state == 1 then
+ state = 0
+ minetest.sound_play("door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
+ tmp_node = {name="doors:trapdoor", param1=me.param1, param2=me.param2}
+ else
+ state = 1
+ minetest.sound_play("door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
+ tmp_node = {name="doors:trapdoor_open", param1=me.param1, param2=me.param2}
+ end
+ update_door(pos, tmp_node)
+ meta:set_int("state", state)
end
minetest.register_node("doors:trapdoor", {
return
end
-- check if there is water nearby
+ local wet_lvl = minetest.get_item_group(node.name, "wet")
if minetest.find_node_near(pos, 3, {"group:water"}) then
- local wet_lvl = minetest.get_item_group(node.name, "wet")
-- if it is dry soil and not base node, turn it into wet soil
if wet_lvl == 0 then
minetest.set_node(pos, {name = wet})
description = "Teleport you to your home point",
privs = {home=true},
func = function(name)
- local player = minetest.env:get_player_by_name(name)
+ local player = minetest.get_player_by_name(name)
if player == nil then
-- just a check to prevent the server crashing
return false
description = "Set your home point",
privs = {home=true},
func = function(name)
- local player = minetest.env:get_player_by_name(name)
+ local player = minetest.get_player_by_name(name)
local pos = player:getpos()
homepos[player:get_player_name()] = pos
minetest.chat_send_player(name, "Home set!")