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Add node field to PlayerHPChangeReason table (#8368)
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5 changed files with 39 additions and 14 deletions
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@ -3738,15 +3738,16 @@ Call these functions only at load time!
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giving a type - use this for custom damage types.
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* `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
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* `fall`
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* `node_damage`: damage_per_second from a neighbouring node.
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* `node_damage`: `damage_per_second` from a neighbouring node.
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`reason.node` will hold the node name or nil.
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* `drown`
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* `respawn`
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* Any of the above types may have additional fields from mods.
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* `reason.from` will be `mod` or `engine`.
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* `modifier`: when true, the function should return the actual `hp_change`.
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Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
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modifiers can return true as a second argument to stop the execution of further functions.
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Non-modifiers receive the final hp change calculated by the modifiers.
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Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
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Modifiers can return true as a second argument to stop the execution of further functions.
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Non-modifiers receive the final HP change calculated by the modifiers.
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* `minetest.register_on_dieplayer(function(ObjectRef, reason))`
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* Called when a player dies
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* `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
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