Resolve the void / weather sky color conflict
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@ -1 +1,2 @@
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lightning?
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mcl_init
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lightning?
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@ -74,7 +74,10 @@ skycolor = {
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players = skycolor.utils.get_players(players)
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for _, player in ipairs(players) do
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player:set_sky(color, "plain", nil)
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local pos = player:getpos()
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if pos.y >= mcl_vars.bedrock_overworld_max then
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player:set_sky(color, "plain", nil)
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end
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end
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end,
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@ -110,7 +113,10 @@ skycolor = {
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local players = skycolor.utils.get_players(nil)
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for _, player in ipairs(players) do
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player:set_sky(color, "plain", nil)
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local pos = player:getpos()
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if pos.y >= mcl_vars.bedrock_overworld_max then
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player:set_sky(color, "plain", nil)
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end
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end
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end,
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@ -120,7 +126,10 @@ skycolor = {
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set_default_sky = function(players)
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local players = skycolor.utils.get_players(players)
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for _, player in ipairs(players) do
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player:set_sky(nil, "regular", nil)
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local pos = player:getpos()
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if pos.y >= mcl_vars.bedrock_overworld_max then
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player:set_sky(nil, "regular", nil)
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end
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end
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end,
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@ -205,8 +214,11 @@ minetest.register_globalstep(function(dtime)
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end)
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minetest.register_on_joinplayer(function(player)
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local initsky = function(player)
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if (skycolor.active) then
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skycolor.update_sky_color({player})
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end
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end)
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end
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minetest.register_on_joinplayer(initsky)
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minetest.register_on_respawnplayer(initsky)
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@ -122,15 +122,13 @@ minetest.register_globalstep(function(dtime)
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end
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-- Apply black sky in the Void and deal Void damage
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--[[ DISABLED because of conflicts with weater_pack.
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TODO: The sky color handling needs a major rework.
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if pos.y < mcl_vars.bedrock_overworld_max then
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-- Player reached the void, set black sky box
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player:set_sky("#000000", "plain")
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else
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player:set_sky(nil, "regular")
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-- FIXME: Sky handling in MCL2 is held together with lots of duct tape.
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-- This only works beause weather_pack currently does not touch the sky for players below the height used for this check.
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-- There should be a real skybox API.
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end
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]]
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if pos.y < mcl_vars.bedrock_overworld_min - 65 then
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-- Player is deep into the void, deal void damage
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if player:get_hp() > 0 then
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