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Implement spawning particles with node texture appearance

This commit is contained in:
sfan5 2020-05-22 14:17:03 +02:00
parent 15ba75e4cf
commit 9d6e7e48d6
10 changed files with 145 additions and 20 deletions

View file

@ -111,6 +111,13 @@ int ModApiParticles::l_add_particle(lua_State *L)
p.texture = getstringfield_default(L, 1, "texture", p.texture);
p.glow = getintfield_default(L, 1, "glow", p.glow);
lua_getfield(L, 1, "node");
if (lua_istable(L, -1))
p.node = readnode(L, -1, getGameDef(L)->ndef());
lua_pop(L, 1);
p.node_tile = getintfield_default(L, 1, "node_tile", p.node_tile);
playername = getstringfield_default(L, 1, "playername", "");
}
@ -231,6 +238,13 @@ int ModApiParticles::l_add_particlespawner(lua_State *L)
p.texture = getstringfield_default(L, 1, "texture", p.texture);
playername = getstringfield_default(L, 1, "playername", "");
p.glow = getintfield_default(L, 1, "glow", p.glow);
lua_getfield(L, 1, "node");
if (lua_istable(L, -1))
p.node = readnode(L, -1, getGameDef(L)->ndef());
lua_pop(L, 1);
p.node_tile = getintfield_default(L, 1, "node_tile", p.node_tile);
}
u32 id = getServer(L)->addParticleSpawner(p, attached, playername);