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Update potions to not break on contact with liquid nodes.
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commit
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2 changed files with 4 additions and 2 deletions
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@ -132,8 +132,9 @@ function mcl_potions.register_lingering(name, descr, color, def)
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local pos = self.object:get_pos()
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local node = minetest.get_node(pos)
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local n = node.name
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local g = minetest.get_node_group(n, "liquid")
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local d = 4
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if n ~= "air" and n ~= "mcl_portals:portal" and n ~= "mcl_portals:portal_end" or mcl_potions.is_obj_hit(self, pos) then
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if n ~= "air" and n ~= "mcl_portals:portal" and n ~= "mcl_portals:portal_end" and g == 0 or mcl_potions.is_obj_hit(self, pos) then
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minetest.sound_play("mcl_potions_breaking_glass", {pos = pos, max_hear_distance = 16, gain = 1})
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add_lingering_effect(pos, color, def, name == "water")
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local texture, minacc, maxacc
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@ -61,9 +61,10 @@ function mcl_potions.register_splash(name, descr, color, def)
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local pos = self.object:get_pos()
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local node = minetest.get_node(pos)
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local n = node.name
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local g = minetest.get_node_group(n, "liquid")
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local d = 0.1
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local redux_map = {7/8,0.5,0.25}
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if n ~= "air" and n ~= "mcl_portals:portal" and n ~= "mcl_portals:portal_end" or mcl_potions.is_obj_hit(self, pos) then
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if n ~= "air" and n ~= "mcl_portals:portal" and n ~= "mcl_portals:portal_end" and g == 0 or mcl_potions.is_obj_hit(self, pos) then
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minetest.sound_play("mcl_potions_breaking_glass", {pos = pos, max_hear_distance = 16, gain = 1})
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local texture, acc
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if name == "water" then
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