### Protection Lagporter This mod will teleport players back to where they started digging if they try to dig through protection. ### Known Problems * It cannot handle very long lag. * Occasionally players who try very hard to break through protection while in the air will jump up and down rapidly. This won't last very long though. ### minetest.is_protected This mod overrides `minetest.node_dig` and calls a third argument in `minetest.is_protected`: `digging` This argument can be safely ignored, so existing mods aren't broken by this. ### Usage in other mods 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. ## Protection Mods In protection mods simply add `digging` to the definition of `minetest.is_protected`: `minetest.isprotected(pos, name, 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` and set the speed to 0.1 if it is `true` for `protection_lagporter.glitching[playerName]` #### Node Definitions In node definitions you should use the digger argument, `minetest.is_protected(pos, name, true)`, if you test for protection in `on_dig`. This is only needed if the node is walkable.