[mcl_dungeons] Remove empty code section, add debug info

This commit is contained in:
kay27 2021-03-29 03:34:41 +04:00
parent 80d845adb6
commit d1a0299b92

View file

@ -247,7 +247,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
currentChest = currentChest + 1
table.insert(chests, {x=tx, y=ty, z=tz})
else
-- else
--minetest.swap_node(p, {name = "air"})
end
if forChest then
@ -265,8 +265,8 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
-- Detect the 4 horizontal neighbors
local spos = vector.add(pos, surround_vectors[s])
local wpos = vector.subtract(pos, surround_vectors[s])
local nodename = minetest.get_node(spos).name
local nodename2 = minetest.get_node(wpos).name
local nodename = get_node(spos).name
local nodename2 = get_node(wpos).name
local nodedef = minetest.registered_nodes[nodename]
local nodedef2 = minetest.registered_nodes[nodename2]
-- The chest needs an open space in front of it and a walkable node (except chest) behind it
@ -347,6 +347,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
})
end
minetest.log("action", "[mcl_dungeons] Filling chest " .. tostring(c) .. " at " .. minetest.pos_to_string(pos))
mcl_loot.fill_inventory(meta:get_inventory(), "main", mcl_loot.get_multi_loot(loottable, pr), pr)
end