Generic examples, fix #4

master
Beha 2015-12-29 10:26:51 -05:00
parent a1bd1f6298
commit 96722ad4f2
1 changed files with 3 additions and 67 deletions

View File

@ -16,77 +16,13 @@ This argument can be safely ignored, so existing mods aren't broken by this.
In a protection mod change the definition of minetest.is_protected and call `protection_lagporter.check(pos, name)` to support the digging option.
A table of players being teleported is available with `protection_lagporter.glitching`, player names will either be `nil` if not teleporting or `true` if they are.
#### TenPlus1's Protection Redo
function minetest.is_protected(pos, digger)
if not protector.can_dig(protector.radius, pos, digger, false, 1) then
if digging then protection_lagporter.check(pos, name) end
local player = minetest.get_player_by_name(digger)
if protector.hurt > 0
and player then
player:set_hp(player:get_hp() - protector.hurt)
end
if protector.drop == true
and player then
-- drop tool/item if protection violated
local tool = player:get_wielded_item()
--local wear = tool:get_wear()
local num = player:get_wield_index()
local player_inv = player:get_inventory()
local inv = player_inv:get_stack("main", num)
local sta = inv:take_item(inv:get_count())
local obj = minetest.add_item(player:getpos(), sta)
if obj then
obj:setvelocity({x = 0, y = 5, z = 0})
player:set_wielded_item(nil)
minetest.after(0.2, function()
player_inv:set_stack("main", num, nil)
end)
end
end
return true
end
return protector.old_is_protected(pos, digger)
end
#### ShadowNinja's Areas
function minetest.is_protected(pos, name, digging)
if not areas:canInteract(pos, name) then
if digging then protection_lagporter.check(pos, name) end
return true
end
return old_is_protected(pos, name, digging)
end
## Protection Mods
In protection mods simply add `diggging` to the definition of `minetest.is_protected`: `minetest.isprotected(..., digging)` and add this line just before before returning `true`: `if digging then protection_lagporter.check(pos, name) end`
## Fast Movement Mods
These mods must be changed to detect `protection_lagporter.glitching`
### Sprint
```
sprint.speed = {}
function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
local player = minetest.get_player_by_name(playerName)
if players[playerName] then
if protection_lagporter.glitching[playerName] then
sprint.speed[playerName] = 0.1
end
players[playerName]["sprinting"] = sprinting
if sprinting == true then
player:set_physics_override({speed=SPRINT_SPEED * (sprint.speed[playerName] or 1),jump=SPRINT_JUMP})
elseif sprinting == false then
player:set_physics_override({speed=1.0 * (sprint.speed[playerName] or 1), jump=1.0})
end
return true
end
return false
end
```
These mods must be changed to detect `protection_lagporter.glitching` and set the speed to 0.1 if it is `true` for `protection_lagporter.glitching[playerName]`
#### Node Definitions