Don't play ignite sound for ender eye fail

This commit is contained in:
Wuzzy 2017-08-17 01:10:00 +02:00
parent 41380ad281
commit 05657fae9e

View file

@ -372,12 +372,12 @@ minetest.override_item("mcl_end:ender_eye", {
on_place = function(itemstack, user, pointed_thing) on_place = function(itemstack, user, pointed_thing)
local nodedef = minetest.registered_nodes[minetest.get_node(pointed_thing.under).name] --new local nodedef = minetest.registered_nodes[minetest.get_node(pointed_thing.under).name] --new
minetest.sound_play(
"fire_flint_and_steel",
{pos = pointed_thing.above, gain = 0.5, max_hear_distance = 8}
)
if pointed_thing.under and minetest.get_node(pointed_thing.under).name == "mcl_nether:red_nether_brick" then if pointed_thing.under and minetest.get_node(pointed_thing.under).name == "mcl_nether:red_nether_brick" then
make_end_portal(pointed_thing.under) make_end_portal(pointed_thing.under)
minetest.sound_play(
"fire_flint_and_steel",
{pos = pointed_thing.above, gain = 0.5, max_hear_distance = 8}
)
end end
if not minetest.setting_getbool("creative_mode") and used == true then if not minetest.setting_getbool("creative_mode") and used == true then