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Author | SHA1 | Date |
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Beha | 34d8d2dc2f | |
Beha | f6dd3fa04b | |
Beha | bdd8cf5925 | |
Beha | fe226bfac5 | |
Beha | 96722ad4f2 |
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@ -1,4 +1,4 @@
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Copyright (c) 2015 Beha
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Copyright (c) 2016 Beha
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Permission is hereby granted, free of charge, to any person obtaining a copy
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@ -19,4 +19,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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THE SOFTWARE.
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70
readme.md
70
readme.md
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@ -16,77 +16,19 @@ This argument can be safely ignored, so existing mods aren't broken by this.
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In a protection mod change the definition of minetest.is_protected and call `protection_lagporter.check(pos, name)` to support the digging option.
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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.
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#### TenPlus1's Protection Redo
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function minetest.is_protected(pos, digger)
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if not protector.can_dig(protector.radius, pos, digger, false, 1) then
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if digging then protection_lagporter.check(pos, name) end
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local player = minetest.get_player_by_name(digger)
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## Protection Mods
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In protection mods simply add `digging` to the definition of `minetest.is_protected`:
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if protector.hurt > 0
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and player then
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player:set_hp(player:get_hp() - protector.hurt)
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end
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`minetest.isprotected(pos, name, digging)`
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if protector.drop == true
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and player then
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-- drop tool/item if protection violated
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local tool = player:get_wielded_item()
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--local wear = tool:get_wear()
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local num = player:get_wield_index()
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local player_inv = player:get_inventory()
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local inv = player_inv:get_stack("main", num)
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local sta = inv:take_item(inv:get_count())
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local obj = minetest.add_item(player:getpos(), sta)
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And add this line just before before returning `true`:
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if obj then
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obj:setvelocity({x = 0, y = 5, z = 0})
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player:set_wielded_item(nil)
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minetest.after(0.2, function()
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player_inv:set_stack("main", num, nil)
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end)
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end
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end
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return true
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end
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return protector.old_is_protected(pos, digger)
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end
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#### ShadowNinja's Areas
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function minetest.is_protected(pos, name, digging)
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if not areas:canInteract(pos, name) then
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if digging then protection_lagporter.check(pos, name) end
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return true
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end
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return old_is_protected(pos, name, digging)
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end
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`if digging then protection_lagporter.check(pos, name) end`
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## Fast Movement Mods
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These mods must be changed to detect `protection_lagporter.glitching`
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### Sprint
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```
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sprint.speed = {}
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function setSprinting(playerName, sprinting) --Sets the state of a player (0=stopped/moving, 1=sprinting)
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local player = minetest.get_player_by_name(playerName)
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if players[playerName] then
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if protection_lagporter.glitching[playerName] then
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sprint.speed[playerName] = 0.1
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end
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players[playerName]["sprinting"] = sprinting
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if sprinting == true then
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player:set_physics_override({speed=SPRINT_SPEED * (sprint.speed[playerName] or 1),jump=SPRINT_JUMP})
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elseif sprinting == false then
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player:set_physics_override({speed=1.0 * (sprint.speed[playerName] or 1), jump=1.0})
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end
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return true
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end
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return false
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end
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```
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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]`
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#### Node Definitions
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