Remove unused TNT functions
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@ -10,40 +10,6 @@ local function spawn_tnt(pos, entname)
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return tnt
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return tnt
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end
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end
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local function activate_if_tnt(nname, np, tnt_np, tntr)
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if nname == "mcl_tnt:tnt" then
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local e = spawn_tnt(np, nname)
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e:set_velocity({x=(np.x - tnt_np.x)*5+(tntr / 4), y=(np.y - tnt_np.y)*5+(tntr / 3), z=(np.z - tnt_np.z)*5+(tntr / 4)})
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minetest.remove_node(np)
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minetest.check_for_falling(np)
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end
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end
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local function do_tnt_physics(tnt_np, tntr, tnt_obj)
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local objs = minetest.get_objects_inside_radius(tnt_np, tntr)
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for k, obj in pairs(objs) do
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local ent = obj:get_luaentity()
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local v = obj:get_velocity()
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local p = obj:get_pos()
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if ent and ent.name == "mcl_tnt:tnt" and v ~= nil then
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obj:set_velocity({x=(p.x - tnt_np.x) + (tntr / 2) + v.x, y=(p.y - tnt_np.y) + tntr + v.y, z=(p.z - tnt_np.z) + (tntr / 2) + v.z})
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else
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if v ~= nil and not obj:is_player() then
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obj:set_velocity({x=(p.x - tnt_np.x) + (tntr / 4) + v.x, y=(p.y - tnt_np.y) + (tntr / 2) + v.y, z=(p.z - tnt_np.z) + (tntr / 4) + v.z})
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end
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local dist = math.max(1, vector.distance(tnt_np, p))
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local damage = (4 / dist) * tntr
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if obj:is_player() == true then
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if mod_death_messages then
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mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", obj:get_player_name()))
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end
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end
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local puncher = tnt_obj or obj
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obj:punch(puncher, nil, { damage_groups = { fleshy = damage }})
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end
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end
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end
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tnt = {}
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tnt = {}
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tnt.ignite = function(pos)
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tnt.ignite = function(pos)
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minetest.remove_node(pos)
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minetest.remove_node(pos)
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@ -215,71 +181,6 @@ function TNT:on_step(dtime)
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end
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end
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end
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end
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tnt.boom = function(pos, info, tnt_obj)
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if not info then info = {} end
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local range = info.radius or TNT_RANGE
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local damage_range = info.damage_radius or TNT_RANGE
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pos.x = math.floor(pos.x+0.5)
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pos.y = math.floor(pos.y+0.5)
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pos.z = math.floor(pos.z+0.5)
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do_tnt_physics(pos, range, tnt_obj)
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local meta = minetest.get_meta(pos)
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local sound
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if not info.sound then
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sound = "tnt_explode"
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else
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sound = info.sound
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end
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if info.is_tnt == nil then
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info.is_tnt = true
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end
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minetest.sound_play(sound, {pos = pos,gain = 1.0,max_hear_distance = 16,}, true)
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local node = minetest.get_node(pos)
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if minetest.get_item_group("water") == 1 or minetest.get_item_group("lava") == 1 then
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-- Cancel the Explosion
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return
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end
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for x=-range,range do
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for y=-range,range do
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for z=-range,range do
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if x*x+y*y+z*z <= range * range + range then
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local np={x=pos.x+x,y=pos.y+y,z=pos.z+z}
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local n = minetest.get_node(np)
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local def = minetest.registered_nodes[n.name]
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-- Simple blast resistance check (for now). This keeps the important blocks like bedrock, command block, etc. intact.
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-- TODO: Implement the real blast resistance algorithm
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if def and n.name ~= "air" and n.name ~= "ignore" and (def._mcl_blast_resistance == nil or def._mcl_blast_resistance < 1000) then
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activate_if_tnt(n.name, np, pos, 3)
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if (not tnt_griefing) and info.is_tnt ~= false then
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-- No-op
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-- Custom blast function defined by node.
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-- Node removal and drops must be handled manually.
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elseif def.on_blast then
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def.on_blast(np, 1.0)
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-- Default destruction handling: Remove nodes, drop items
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else
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minetest.remove_node(np)
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minetest.check_for_falling(np)
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if n.name ~= "mcl_tnt:tnt" and math.random() > 0.9 then
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local drop = minetest.get_node_drops(n.name, "")
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for _,item in ipairs(drop) do
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if type(item) == "string" then
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if math.random(1,100) > 40 then
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local obj = minetest.add_item(np, item)
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end
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end
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end
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end
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end
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end
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end
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end
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end
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add_effects(pos, range, {})
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end
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end
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minetest.register_entity("mcl_tnt:tnt", TNT)
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minetest.register_entity("mcl_tnt:tnt", TNT)
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if minetest.get_modpath("mcl_mobitems") then
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if minetest.get_modpath("mcl_mobitems") then
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