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Implement spawning particles with node texture appearance
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parent
15ba75e4cf
commit
9d6e7e48d6
10 changed files with 145 additions and 20 deletions
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@ -67,6 +67,13 @@ int ModApiParticlesLocal::l_add_particle(lua_State *L)
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p.texture = getstringfield_default(L, 1, "texture", p.texture);
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p.glow = getintfield_default(L, 1, "glow", p.glow);
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lua_getfield(L, 1, "node");
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if (lua_istable(L, -1))
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p.node = readnode(L, -1, getGameDef(L)->ndef());
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lua_pop(L, 1);
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p.node_tile = getintfield_default(L, 1, "node_tile", p.node_tile);
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ClientEvent *event = new ClientEvent();
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event->type = CE_SPAWN_PARTICLE;
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event->spawn_particle = new ParticleParameters(p);
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@ -134,6 +141,13 @@ int ModApiParticlesLocal::l_add_particlespawner(lua_State *L)
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p.texture = getstringfield_default(L, 1, "texture", p.texture);
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p.glow = getintfield_default(L, 1, "glow", p.glow);
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lua_getfield(L, 1, "node");
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if (lua_istable(L, -1))
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p.node = readnode(L, -1, getGameDef(L)->ndef());
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lua_pop(L, 1);
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p.node_tile = getintfield_default(L, 1, "node_tile", p.node_tile);
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u64 id = getClient(L)->getParticleManager()->generateSpawnerId();
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auto event = new ClientEvent();
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