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Fix click-digging torches (#5652)

Torches are dug instantly again.
When the digging time is 0, a delay of 0.15 seconds is added between digging nodes. If the left mouse button is released, the delay is set to 0, thus click-digging.
This commit is contained in:
you 2017-04-28 20:12:28 +02:00 committed by SmallJoker
parent e21a1ab3bd
commit 7f4cdbcbe9
3 changed files with 30 additions and 18 deletions

View file

@ -1230,9 +1230,9 @@ Another example: Make red wool from white wool and red dye:
from destroyed nodes.
* `0` is something that is directly accessible at the start of gameplay
* There is no upper limit
* `dig_immediate`: (player can always pick up node without tool wear)
* `2`: node is removed without tool wear after 0.5 seconds (rail, sign)
* `3`: node is removed without tool wear after 0.15 seconds (torch)
* `dig_immediate`: (player can always pick up node without reducing tool wear)
* `2`: the node always gets the digging time 0.5 seconds (rail, sign)
* `3`: the node always gets the digging time 0 seconds (torch)
* `disable_jump`: Player (and possibly other things) cannot jump from node
* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
* `bouncy`: value is bounce speed in percent
@ -1333,6 +1333,10 @@ result in the tool to be able to dig nodes that have a rating of `2` or `3`
for this group, and unable to dig the rating `1`, which is the toughest.
Unless there is a matching group that enables digging otherwise.
If the result digging time is 0, a delay of 0.15 seconds is added between
digging nodes; If the player releases LMB after digging, this delay is set to 0,
i.e. players can more quickly click the nodes away instead of holding LMB.
#### Damage groups
List of damage for groups of entities. See "Entity damage mechanism".
@ -3445,7 +3449,7 @@ will place the schematic inside of the VoxelManip.
If `light` is false, no light calculations happen, and you should correct
all modified blocks with `minetest.fix_light()` as soon as possible.
Keep in mind that modifying the map where light is incorrect can cause
more lighting bugs.
more lighting bugs.
* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
the `VoxelManip` at that position
* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position