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Fix player pos detection in portals
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parent
817c52f92f
commit
3e3e9f3931
2 changed files with 11 additions and 1 deletions
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@ -331,6 +331,9 @@ minetest.register_abm({
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-- teleport the player
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-- teleport the player
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minetest.after(3, function(obj, pos, target3)
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minetest.after(3, function(obj, pos, target3)
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local objpos = obj:getpos()
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local objpos = obj:getpos()
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-- If player stands, player is at ca. something+0.5
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-- which might cause precision problems, so we used ceil.
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objpos.y = math.ceil(objpos.y)
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if objpos == nil then return end --maikerumine added for objects to travel
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if objpos == nil then return end --maikerumine added for objects to travel
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if minetest.get_node(objpos).name ~= "mcl_portals:portal_end" then
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if minetest.get_node(objpos).name ~= "mcl_portals:portal_end" then
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return
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return
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@ -344,7 +344,14 @@ minetest.register_abm({
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end
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end
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-- teleport the player
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-- teleport the player
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minetest.after(3, function(obj, pos, target)
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minetest.after(3, function(obj, pos, target)
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local objpos = obj:getpos() if objpos == nil then return end --maikerumine added for objects to travel
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local objpos = obj:getpos()
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if objpos == nil then
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return
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end
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-- If player stands, player is at ca. something+0.5
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-- which might cause precision problems, so we used ceil.
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objpos.y = math.ceil(objpos.y)
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if minetest.get_node(objpos).name ~= "mcl_portals:portal" then
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if minetest.get_node(objpos).name ~= "mcl_portals:portal" then
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return
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return
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end
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end
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