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Put torch/signlike node on floor if no paramtype2 (#11074)
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Wuzzy2 committed Apr 20, 2021
1 parent 16e5b39 commit 90a7bd6
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Showing 5 changed files with 43 additions and 27 deletions.
15 changes: 6 additions & 9 deletions builtin/game/falling.lua
Expand Up @@ -84,9 +84,6 @@ core.register_entity(":__builtin:falling_node", {
local textures
if def.tiles and def.tiles[1] then
local tile = def.tiles[1]
if def.drawtype == "torchlike" and def.paramtype2 ~= "wallmounted" then
tile = def.tiles[2] or def.tiles[1]
end
if type(tile) == "table" then
tile = tile.name
end
Expand Down Expand Up @@ -147,11 +144,7 @@ core.register_entity(":__builtin:falling_node", {

-- Rotate entity
if def.drawtype == "torchlike" then
if def.paramtype2 == "wallmounted" then
self.object:set_yaw(math.pi*0.25)
else
self.object:set_yaw(-math.pi*0.25)
end
self.object:set_yaw(math.pi*0.25)
elseif ((node.param2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
and (def.wield_image == "" or def.wield_image == nil))
or def.drawtype == "signlike"
Expand All @@ -165,8 +158,12 @@ core.register_entity(":__builtin:falling_node", {
if euler then
self.object:set_rotation(euler)
end
elseif (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted") then
elseif (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted" or def.drawtype == "signlike") then
local rot = node.param2 % 8
if (def.drawtype == "signlike" and def.paramtype2 ~= "wallmounted" and def.paramtype2 ~= "colorwallmounted") then
-- Change rotation to "floor" by default for non-wallmounted paramtype2
rot = 1
end
local pitch, yaw, roll = 0, 0, 0
if def.drawtype == "nodebox" or def.drawtype == "mesh" then
if rot == 0 then
Expand Down
16 changes: 11 additions & 5 deletions doc/lua_api.txt
Expand Up @@ -1140,14 +1140,20 @@ Look for examples in `games/devtest` or `games/minetest_game`.
used to compensate for how `glasslike` reduces visual thickness.
* `torchlike`
* A single vertical texture.
* If placed on top of a node, uses the first texture specified in `tiles`.
* If placed against the underside of a node, uses the second texture
specified in `tiles`.
* If placed on the side of a node, uses the third texture specified in
`tiles` and is perpendicular to that node.
* If `paramtype2="[color]wallmounted":
* If placed on top of a node, uses the first texture specified in `tiles`.
* If placed against the underside of a node, uses the second texture
specified in `tiles`.
* If placed on the side of a node, uses the third texture specified in
`tiles` and is perpendicular to that node.
* If `paramtype2="none"`:
* Will be rendered as if placed on top of a node (see
above) and only the first texture is used.
* `signlike`
* A single texture parallel to, and mounted against, the top, underside or
side of a node.
* If `paramtype2="[color]wallmounted", it rotates according to `param2`
* If `paramtype2="none"`, it will always be on the floor.
* `plantlike`
* Two vertical and diagonal textures at right-angles to each other.
* See `paramtype2 = "meshoptions"` above for other options.
Expand Down
24 changes: 16 additions & 8 deletions games/devtest/mods/testnodes/drawtypes.lua
Expand Up @@ -129,14 +129,10 @@ minetest.register_node("testnodes:fencelike", {
})

minetest.register_node("testnodes:torchlike", {
description = S("Torchlike Drawtype Test Node"),
description = S("Floor Torchlike Drawtype Test Node"),
drawtype = "torchlike",
paramtype = "light",
tiles = {
"testnodes_torchlike_floor.png",
"testnodes_torchlike_ceiling.png",
"testnodes_torchlike_wall.png",
},
tiles = { "testnodes_torchlike_floor.png^[colorize:#FF0000:64" },


walkable = false,
Expand All @@ -161,9 +157,21 @@ minetest.register_node("testnodes:torchlike_wallmounted", {
groups = { dig_immediate = 3 },
})

minetest.register_node("testnodes:signlike", {
description = S("Floor Signlike Drawtype Test Node"),
drawtype = "signlike",
paramtype = "light",
tiles = { "testnodes_signlike.png^[colorize:#FF0000:64" },


minetest.register_node("testnodes:signlike", {
walkable = false,
groups = { dig_immediate = 3 },
sunlight_propagates = true,
inventory_image = fallback_image("testnodes_signlike.png"),
})


minetest.register_node("testnodes:signlike_wallmounted", {
description = S("Wallmounted Signlike Drawtype Test Node"),
drawtype = "signlike",
paramtype = "light",
Expand Down Expand Up @@ -583,7 +591,7 @@ scale("plantlike",
scale("torchlike_wallmounted",
S("Double-sized Wallmounted Torchlike Drawtype Test Node"),
S("Half-sized Wallmounted Torchlike Drawtype Test Node"))
scale("signlike",
scale("signlike_wallmounted",
S("Double-sized Wallmounted Signlike Drawtype Test Node"),
S("Half-sized Wallmounted Signlike Drawtype Test Node"))
scale("firelike",
Expand Down
10 changes: 6 additions & 4 deletions src/client/wieldmesh.cpp
Expand Up @@ -313,12 +313,14 @@ static scene::SMesh *createSpecialNodeMesh(Client *client, MapNode n,
// keep it
} else if (f.param_type_2 == CPT2_WALLMOUNTED ||
f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
if (f.drawtype == NDT_TORCHLIKE)
n.setParam2(1);
else if (f.drawtype == NDT_SIGNLIKE ||
if (f.drawtype == NDT_TORCHLIKE ||
f.drawtype == NDT_SIGNLIKE ||
f.drawtype == NDT_NODEBOX ||
f.drawtype == NDT_MESH)
f.drawtype == NDT_MESH) {
n.setParam2(4);
}
} else if (f.drawtype == NDT_SIGNLIKE || f.drawtype == NDT_TORCHLIKE) {
n.setParam2(1);
}
gen.renderSingle(n.getContent(), n.getParam2());

Expand Down
5 changes: 4 additions & 1 deletion src/mapnode.cpp
Expand Up @@ -159,8 +159,11 @@ u8 MapNode::getWallMounted(const NodeDefManager *nodemgr) const
{
const ContentFeatures &f = nodemgr->get(*this);
if (f.param_type_2 == CPT2_WALLMOUNTED ||
f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
return getParam2() & 0x07;
} else if (f.drawtype == NDT_SIGNLIKE || f.drawtype == NDT_TORCHLIKE) {
return 1;
}
return 0;
}

Expand Down

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