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Effect loading fixes (#4425)
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4425 Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com> Co-authored-by: the-real-herowl <wiktor_t-i@proton.me> Co-committed-by: the-real-herowl <wiktor_t-i@proton.me>
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@ -456,6 +456,10 @@ mcl_potions.register_effect({
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object:get_meta():set_int("night_vision", 1)
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object:get_meta():set_int("night_vision", 1)
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mcl_weather.skycolor.update_sky_color({object})
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mcl_weather.skycolor.update_sky_color({object})
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end,
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end,
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on_load = function(object, factor)
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object:get_meta():set_int("night_vision", 1)
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mcl_weather.skycolor.update_sky_color({object})
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end,
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on_step = function(dtime, object, factor, duration)
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on_step = function(dtime, object, factor, duration)
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mcl_weather.skycolor.update_sky_color({object})
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mcl_weather.skycolor.update_sky_color({object})
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end,
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end,
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@ -1525,6 +1529,11 @@ function mcl_potions._load_player_effects(player)
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local loaded = minetest.deserialize(meta:get_string("mcl_potions:_EF_"..name))
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local loaded = minetest.deserialize(meta:get_string("mcl_potions:_EF_"..name))
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if loaded then
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if loaded then
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EF[name][player] = loaded
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EF[name][player] = loaded
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end
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if EF[name][player] then -- this is needed because of legacy effects loaded separately
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if effect.uses_factor and type(EF[name][player].factor) ~= "number" then
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EF[name][player].factor = effect.level_to_factor(1)
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end
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if effect.on_load then
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if effect.on_load then
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effect.on_load(player, EF[name][player].factor)
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effect.on_load(player, EF[name][player].factor)
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end
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end
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@ -1542,6 +1551,9 @@ function mcl_potions._load_entity_effects(entity)
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local loaded = entity._mcl_potions["_EF_"..name]
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local loaded = entity._mcl_potions["_EF_"..name]
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if loaded then
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if loaded then
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EF[name][object] = loaded
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EF[name][object] = loaded
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if effect.uses_factor and not loaded.factor then
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EF[name][object].factor = effect.level_to_factor(1)
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end
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if effect.on_load then
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if effect.on_load then
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effect.on_load(object, EF[name][object].factor)
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effect.on_load(object, EF[name][object].factor)
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end
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end
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