Skip to content
Snippets Groups Projects
Commit d7b337ea authored by Tim's avatar Tim Committed by Milan
Browse files

Stop shadowing upvalues and definitions.

parent 0c3d4135
No related branches found
No related tags found
No related merge requests found
......@@ -59,8 +59,8 @@ function beds.register_bed(name, def)
return itemstack
end
local def = minetest.registered_nodes[minetest.get_node(pos).name]
if not def or not def.buildable_to then
local node_def = minetest.registered_nodes[minetest.get_node(pos).name]
if not node_def or not node_def.buildable_to then
return itemstack
end
......@@ -113,8 +113,8 @@ function beds.register_bed(name, def)
end
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
local node3 = minetest.get_node_or_nil(newp)
local def = node3 and minetest.registered_nodes[node3.name]
if not def or not def.buildable_to then
local node_def = node3 and minetest.registered_nodes[node3.name]
if not node_def or not node_def.buildable_to then
return false
end
if minetest.is_protected(newp, user:get_player_name()) then
......
......@@ -5,15 +5,16 @@ local player_inventory = {}
local creative_mode = minetest.setting_getbool("creative_mode")
-- Create detached creative inventory after loading all mods
creative.init_creative_inventory = function(player)
local player_name = player:get_player_name()
player_inventory[player_name] = {}
player_inventory[player_name].size = 0
player_inventory[player_name].filter = ""
player_inventory[player_name].start_i = 1
player_inventory[player_name].tab_id = 2
creative.init_creative_inventory = function(owner)
local owner_name = owner:get_player_name()
player_inventory[owner_name] = {
size = 0,
filter = "",
start_i = 1,
tab_id = 2,
}
minetest.create_detached_inventory("creative_" .. player_name, {
minetest.create_detached_inventory("creative_" .. owner_name, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if creative_mode and not to_list == "main" then
return count
......@@ -45,7 +46,7 @@ creative.init_creative_inventory = function(player)
end,
})
creative.update_creative_inventory(player_name)
creative.update_creative_inventory(owner_name)
--print("creative inventory size: " .. player_inventory[player_name].size)
end
......
......@@ -344,11 +344,11 @@ function doors.register(name, def)
return true
end
local meta = minetest.get_meta(pos)
local name
local owner_name
if digger then
name = digger:get_player_name()
owner_name = digger:get_player_name()
end
return meta:get_string("doors_owner") == name
return meta:get_string("doors_owner") == owner_name
end
if not def.sounds then
......
......@@ -284,8 +284,8 @@ else
local p = minetest.find_node_near(p0, 1, {"group:flammable"})
if p then
-- remove flammable nodes around flame
local node = minetest.get_node(p)
local def = minetest.registered_nodes[node.name]
local flammable_node = minetest.get_node(p)
local def = minetest.registered_nodes[flammable_node.name]
if def.on_burn then
def.on_burn(p)
else
......
......@@ -7,7 +7,7 @@ local loss_prob = {}
loss_prob["default:cobble"] = 3
loss_prob["default:dirt"] = 4
local radius = tonumber(minetest.setting_get("tnt_radius") or 3)
local tnt_radius = tonumber(minetest.setting_get("tnt_radius") or 3)
-- Fill a list with data for content IDs, after all nodes are registered
local cid_data = {}
......@@ -342,10 +342,10 @@ local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast)
end
end
for _, data in ipairs(on_blast_queue) do
local dist = math.max(1, vector.distance(data.pos, pos))
for _, queued_data in ipairs(on_blast_queue) do
local dist = math.max(1, vector.distance(queued_data.pos, pos))
local intensity = (radius * radius) / (dist * dist)
local node_drops = data.on_blast(data.pos, intensity)
local node_drops = queued_data.on_blast(queued_data.pos, intensity)
if node_drops then
for _, item in ipairs(node_drops) do
add_drop(drops, item)
......@@ -586,6 +586,6 @@ end
tnt.register_tnt({
name = "tnt:tnt",
description = "TNT",
radius = radius,
radius = tnt_radius,
})
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment