{v = "_a", param2 = 2},
},
{
- {v = "_b", param2 = 1},
- {v = "_b", param2 = 2},
- {v = "_b", param2 = 3},
- {v = "_b", param2 = 0},
+ {v = "_c", param2 = 1},
+ {v = "_c", param2 = 2},
+ {v = "_c", param2 = 3},
+ {v = "_c", param2 = 0},
},
{
{v = "_b", param2 = 1},
{v = "_b", param2 = 0},
},
{
- {v = "_a", param2 = 3},
- {v = "_a", param2 = 0},
- {v = "_a", param2 = 1},
- {v = "_a", param2 = 2},
+ {v = "_d", param2 = 3},
+ {v = "_d", param2 = 0},
+ {v = "_d", param2 = 1},
+ {v = "_d", param2 = 2},
},
}
if state % 2 == 0 then
minetest.sound_play(def.door.sounds[1],
- {pos = pos, gain = 0.3, max_hear_distance = 10})
+ {pos = pos, gain = 0.3, max_hear_distance = 10}, true)
else
minetest.sound_play(def.door.sounds[2],
- {pos = pos, gain = 0.3, max_hear_distance = 10})
+ {pos = pos, gain = 0.3, max_hear_distance = 10}, true)
end
minetest.swap_node(pos, {
itemstack:take_item()
end
- minetest.sound_play(def.sounds.place, {pos = pos})
+ minetest.sound_play(def.sounds.place, {pos = pos}, true)
on_place_node(pos, minetest.get_node(pos),
placer, node, itemstack, pointed_thing)
def.mesh = "door_b.obj"
minetest.register_node(":" .. name .. "_b", def)
+ def.mesh = "door_a2.obj"
+ minetest.register_node(":" .. name .. "_c", def)
+
+ def.mesh = "door_b2.obj"
+ minetest.register_node(":" .. name .. "_d", def)
+
doors.registered_doors[name .. "_a"] = true
doors.registered_doors[name .. "_b"] = true
+ doors.registered_doors[name .. "_c"] = true
+ doors.registered_doors[name .. "_d"] = true
end
doors.register("door_wood", {
tiles = {{ name = "doors_door_wood.png", backface_culling = true }},
description = S("Wooden Door"),
inventory_image = "doors_item_wood.png",
- groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
+ groups = {node = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
recipe = {
{"group:wood", "group:wood"},
{"group:wood", "group:wood"},
description = S("Steel Door"),
inventory_image = "doors_item_steel.png",
protected = true,
- groups = {cracky = 1, level = 2},
+ groups = {node = 1, cracky = 1, level = 2},
sounds = default.node_sound_metal_defaults(),
sound_open = "doors_steel_door_open",
sound_close = "doors_steel_door_close",
tiles = {"doors_door_glass.png"},
description = S("Glass Door"),
inventory_image = "doors_item_glass.png",
- groups = {cracky=3, oddly_breakable_by_hand=3},
+ groups = {node = 1, cracky=3, oddly_breakable_by_hand=3},
sounds = default.node_sound_glass_defaults(),
sound_open = "doors_glass_door_open",
sound_close = "doors_glass_door_close",
tiles = {"doors_door_obsidian_glass.png"},
description = S("Obsidian Glass Door"),
inventory_image = "doors_item_obsidian_glass.png",
- groups = {cracky=3},
+ groups = {node = 1, cracky=3},
sounds = default.node_sound_glass_defaults(),
sound_open = "doors_glass_door_open",
sound_close = "doors_glass_door_close",
if string.sub(node.name, -5) == "_open" then
minetest.sound_play(def.sound_close,
- {pos = pos, gain = 0.3, max_hear_distance = 10})
+ {pos = pos, gain = 0.3, max_hear_distance = 10}, true)
minetest.swap_node(pos, {name = string.sub(node.name, 1,
string.len(node.name) - 5), param1 = node.param1, param2 = node.param2})
else
minetest.sound_play(def.sound_open,
- {pos = pos, gain = 0.3, max_hear_distance = 10})
+ {pos = pos, gain = 0.3, max_hear_distance = 10}, true)
minetest.swap_node(pos, {name = node.name .. "_open",
param1 = node.param1, param2 = node.param2})
end
local pn = placer:get_player_name()
local meta = minetest.get_meta(pos)
meta:set_string("owner", pn)
- meta:set_string("infotext", S("Steel Trapdoor") .. "\n" .. S("Owned by @1", pn))
+ meta:set_string("infotext", def.description .. "\n" .. S("Owned by @1", pn))
return (creative and creative.is_enabled_for and creative.is_enabled_for(pn))
end
local node_def = minetest.registered_nodes[node.name]
minetest.swap_node(pos, {name = node_def.gate, param2 = node.param2})
minetest.sound_play(node_def.sound, {pos = pos, gain = 0.3,
- max_hear_distance = 8})
+ max_hear_distance = 8}, true)
return itemstack
end,
selection_box = {