Deal anvil falling damage more reliably
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e4a1134d4f
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@ -1,7 +1,10 @@
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local dmes = minetest.get_modpath("mcl_death_messages") ~= nil
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local hung = minetest.get_modpath("mcl_hunger") ~= nil
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local on_damage_step = function(self, dtime)
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local deal_falling_damage = function(self, dtime)
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if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
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return
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end
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-- Cause damage to any player it hits.
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-- Algorithm based on MC anvils.
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-- TODO: Support smashing other objects, too.
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@ -164,6 +167,7 @@ minetest.register_entity(":__builtin:falling_node", {
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addlevel = bcd.leveled
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end
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if minetest.add_node_level(bcp, addlevel) == 0 then
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deal_falling_damage(self, dtime)
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self.object:remove()
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return
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end
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@ -198,6 +202,7 @@ minetest.register_entity(":__builtin:falling_node", {
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minetest.add_item(np, dropped_item)
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end
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end
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deal_falling_damage(self, dtime)
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self.object:remove()
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minetest.check_for_falling(np)
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return
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@ -218,6 +223,7 @@ minetest.register_entity(":__builtin:falling_node", {
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local npos3 = table.copy(npos)
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npos3.y = npos3.y - 1
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minetest.add_node(npos3, self.node)
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deal_falling_damage(self, dtime)
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self.object:remove()
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minetest.check_for_falling(npos3)
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return
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@ -227,8 +233,6 @@ minetest.register_entity(":__builtin:falling_node", {
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end
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end
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if minetest.get_item_group(self.node.name, "falling_node_damage") ~= 0 then
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on_damage_step(self, dtime)
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end
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deal_falling_damage(self, dtime)
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end
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})
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