make sky color change when submerged
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e0419f3568
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@ -1,6 +1,8 @@
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local mods_loaded = false
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local mods_loaded = false
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local NIGHT_VISION_RATIO = 0.45
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local NIGHT_VISION_RATIO = 0.45
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water_color = "#0b4880"
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function mcl_weather.set_sky_box_clear(player)
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function mcl_weather.set_sky_box_clear(player)
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player:set_sky({
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player:set_sky({
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type = "regular",
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type = "regular",
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@ -96,7 +98,19 @@ mcl_weather.skycolor = {
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local pos = player:get_pos()
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local pos = player:get_pos()
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local dim = mcl_worlds.pos_to_dimension(pos)
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local dim = mcl_worlds.pos_to_dimension(pos)
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local has_weather = (mcl_worlds.has_weather(pos) and (mcl_weather.state == "snow" or mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_snow(pos)) or ((mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_rain(pos))
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local has_weather = (mcl_worlds.has_weather(pos) and (mcl_weather.state == "snow" or mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_snow(pos)) or ((mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_rain(pos))
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if dim == "overworld" then
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if minetest.get_item_group(minetest.get_node(vector.new(pos.x,pos.y+1.5,pos.z)).name, "water") ~= 0 then
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player:set_sky({ type = "regular",
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sky_color = {
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day_sky = water_color,
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day_horizon = water_color,
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dawn_sky = water_color,
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dawn_horizon = water_color,
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night_sky = water_color,
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night_horizon = water_color,
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},
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clouds = true,
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})
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elseif dim == "overworld" then
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if (mcl_weather.state == "none") then
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if (mcl_weather.state == "none") then
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-- Clear weather
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-- Clear weather
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mcl_weather.set_sky_box_clear(player)
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mcl_weather.set_sky_box_clear(player)
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