Merge branch 'master' into elytra-overhaul
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commit
fab3c35c28
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@ -13,6 +13,12 @@ local function is_group(pos, group)
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end
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local is_water = flowlib.is_water
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local function is_river_water(p)
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local n = minetest.get_node(p).name
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if n == "mclx_core:river_water_source" or n == "mclx_core:river_water_flowing" then
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return true
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end
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end
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local function is_ice(pos)
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return is_group(pos, "ice")
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@ -204,6 +210,7 @@ function boat.on_step(self, dtime, moveresult)
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local on_water = true
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local on_ice = false
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local in_water = is_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z})
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local in_river_water = is_river_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z})
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local waterp = {x=p.x, y=p.y-boat_y_offset - 0.1, z=p.z}
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if not is_water(waterp) then
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on_water = false
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@ -213,7 +220,7 @@ function boat.on_step(self, dtime, moveresult)
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v_slowdown = 0.04
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v_factor = 0.5
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end
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elseif in_water then
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elseif in_water and not in_river_water then
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on_water = false
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in_water = true
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v_factor = 0.75
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@ -345,7 +352,18 @@ function boat.on_step(self, dtime, moveresult)
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else
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p.y = p.y + 1
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local is_obsidian_boat = self.object:get_luaentity()._itemstring == "mcl_boats:boat_obsidian"
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if is_water(p) or is_obsidian_boat then
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if is_river_water(p) then
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local y = self.object:get_velocity().y
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if y >= 5 then
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y = 5
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elseif y < 0 then
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new_acce = {x = 0, y = 10, z = 0}
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else
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new_acce = {x = 0, y = 2, z = 0}
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end
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new_velo = get_velocity(self._v, self.object:get_yaw(), y)
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self.object:set_pos(self.object:get_pos())
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elseif is_water(p) and not is_river_water(p) or is_obsidian_boat then
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-- Inside water: Slowly sink
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local y = self.object:get_velocity().y
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y = y - 0.01
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@ -8,42 +8,84 @@ Valid strings:
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regeneration
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]]--
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mcl_beacons = {
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blocks ={"mcl_core:diamondblock","mcl_core:ironblock","mcl_core:goldblock","mcl_core:emeraldblock","mcl_nether:netheriteblock"},
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fuel = {"mcl_core:diamond","mcl_core:emerald","mcl_core:iron_ingot","mcl_core:gold_ingot","mcl_nether:netherite_ingot"}
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}
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local beacon_blocklist = mcl_beacons.blocks
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local beacon_fuellist = mcl_beacons.fuel
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local pallete_order = {
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glass_cyan = 1,
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pane_cyan_flat = 1,
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pane_cyan = 1,
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glass_white = 2,
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pane_white_flat = 2,
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pane_white = 2,
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glass_brown = 3,
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pane_brown_flat = 3,
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pane_brown = 3,
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glass_blue = 4,
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pane_blue_flat = 4,
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pane_blue = 4,
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glass_light_blue = 5,
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pane_light_blue_flat = 5,
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pane_light_blue = 5,
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glass_pink = 6,
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pane_pink_flat = 6,
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pane_pink = 6,
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glass_purple = 7,
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pane_purple_flat = 7,
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pane_purple = 7,
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glass_red = 8,
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pane_red_flat = 8,
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pane_red = 8,
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glass_silver = 9,
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pane_silver_flat = 9,
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pane_silver = 9,
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glass_gray = 10,
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pane_gray_flat = 10,
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pane_gray = 10,
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glass_lime = 11,
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pane_lime_flat = 11,
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pane_lime = 11,
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glass_green = 12,
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pane_green_flat = 12,
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pane_green = 12,
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glass_orange = 13,
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pane_orange_flat = 13,
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pane_orange = 13,
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glass_yellow = 14,
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pane_yellow_flat = 14,
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pane_yellow = 14,
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glass_black = 15,
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pane_black_flat = 15,
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pane_black = 15,
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glass_magenta = 16,
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pane_magenta_flat = 16,
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pane_magenta = 16
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}
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local function get_beacon_beam(glass_nodename)
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if string.match(glass_nodename, "cyan") then
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return 1
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elseif string.match(glass_nodename,"white") then
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return 2
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elseif string.match(glass_nodename,"brown") then
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return 3
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elseif string.match(glass_nodename,"blue") and not string.match(glass_nodename, "light") then
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return 4
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elseif string.match(glass_nodename,"light_blue") then
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return 5
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elseif string.match(glass_nodename,"pink") then
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return 6
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elseif string.match(glass_nodename, "purple") then
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return 7
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elseif string.match(glass_nodename, "red") then
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return 8
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elseif string.match(glass_nodename, "silver") then
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return 9
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elseif string.match(glass_nodename, "gray") then
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return 10
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elseif string.match(glass_nodename, "lime") then
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return 11
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elseif string.match(glass_nodename, "green") then
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return 12
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elseif string.match(glass_nodename, "orange") then
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return 13
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elseif string.match(glass_nodename, "yellow") then
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return 14
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elseif string.match(glass_nodename, "black") then
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return 15
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elseif string.match(glass_nodename, "magenta") then
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return 16
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else
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return 0
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end
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if glass_nodename == "air" then return 0 end
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local glass_string = glass_nodename:split(':')[2]
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if not pallete_order[glass_string] then return 0 end
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return pallete_order[glass_string]
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end
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minetest.register_node("mcl_beacons:beacon_beam", {
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@ -163,7 +205,7 @@ local function globalstep_function(pos,player)
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local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
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if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "mcl_core:void" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
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if nodename ~="mcl_beacons:beacon_beam" then
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if minetest.get_item_group(nodename,"glass") == 0 then
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if minetest.get_item_group(nodename,"glass") == 0 and minetest.get_item_group(nodename,"material_glass") == 0 then
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obstructed = true
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remove_beacon_beam(pos)
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return
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@ -279,7 +321,7 @@ minetest.register_node("mcl_beacons:beacon", {
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end
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if minetest.get_item_group(node.name, "glass") ~= 0 then
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if minetest.get_item_group(node.name, "glass") ~= 0 or minetest.get_item_group(node.name,"material_glass") ~= 0 then
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beam_palette_index = get_beacon_beam(node.name)
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end
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@ -328,6 +370,7 @@ minetest.register_globalstep(function(dtime)
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end
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end)
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minetest.register_abm{
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label="update beacon beam",
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nodenames = {"mcl_beacons:beacon_beam"},
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@ -336,11 +379,17 @@ minetest.register_abm{
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action = function(pos)
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local node_below = minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z})
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local node_above = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
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local node_current = minetest.get_node(pos)
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if node_below.name == "air" then
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if minetest.get_node({x=pos.x,y=pos.y-2,z=pos.z}).name == "mcl_beacons:beacon" then
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minetest.set_node({x=pos.x,y=pos.y-1,z=pos.z},{name="mcl_beacons:beacon_beam",param2=0})
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end
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remove_beacon_beam(pos)
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elseif node_above.name == "air" then
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minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z},{name="mcl_beacons:beacon_beam",param2=node_below.param2})
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elseif node_above.name == "air" or (node_above.name == "mcl_beacons:beacon_beam" and node_above.param2 ~= node_current.param2) then
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minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z},{name="mcl_beacons:beacon_beam",param2=node_current.param2})
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elseif minetest.get_item_group(node_above.name, "glass") ~= 0 or minetest.get_item_group(node_above.name,"material_glass") ~= 0 then
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minetest.set_node({x=pos.x,y=pos.y+2,z=pos.z},{name="mcl_beacons:beacon_beam",param2=get_beacon_beam(node_above.name)})
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end
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end,
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}
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