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Allow optional actor ObjectRef value in node interaction calls (#14505)

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1F616EMO~nya 2024-04-05 19:00:50 +08:00 committed by GitHub
parent 4e1679d2a2
commit 2d8e4df7bc
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4 changed files with 54 additions and 17 deletions

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@ -5432,6 +5432,9 @@ Utilities
lsystem_decoration_type = true,
-- Overrideable pointing range using the itemstack meta key `"range"` (5.9.0)
item_meta_range = true,
-- Allow passing an optional "actor" ObjectRef to the following functions:
-- minetest.place_node, minetest.dig_node, minetest.punch_node (5.9.0)
node_interaction_actor = true,
}
```
@ -6062,13 +6065,16 @@ Environment access
* Returns a number between `0` and `15`
* Currently it's the same as `math.floor(param1 / 16)`, except that it
ensures compatibility.
* `minetest.place_node(pos, node)`
* `minetest.place_node(pos, node[, placer])`
* Place node with the same effects that a player would cause
* `minetest.dig_node(pos)`
* `placer`: The ObjectRef that places the node (optional)
* `minetest.dig_node(pos[, digger])`
* Dig node with the same effects that a player would cause
* `digger`: The ObjectRef that digs the node (optional)
* Returns `true` if successful, `false` on failure (e.g. protected location)
* `minetest.punch_node(pos)`
* `minetest.punch_node(pos[, puncher])`
* Punch node with the same effects that a player would cause
* `puncher`: The ObjectRef that punches the node (optional)
* `minetest.spawn_falling_node(pos)`
* Change node into falling node
* Returns `true` and the ObjectRef of the spawned entity if successful, `false` on failure