Remove unused parameters from fences API
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@ -2,14 +2,13 @@
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This API allows you to add fences and fence gates.
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The recommended function is `mcl_fences.register_fence_and_fence_gate`.
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## ` mcl_fences.register_fence = function(id, fence_name, texture, fence_image, groups, connects_to, sounds)`
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## ` mcl_fences.register_fence = function(id, fence_name, texture, groups, connects_to, sounds)`
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Adds a fence without crafting recipe. A single node is created.
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### Parameter
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* `id`: A part of the itemstring of the node to create. The node name will be “`<modname>:<id>`”
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* `fence_name`: User-visible name (`description`)
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* `texture`: Texture to apply on the fence (all sides)
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* `fence_image`: Inventory image
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* `groups`: Table of groups to which the fence belongs to
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* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `sounds`: Node sound table for the fence
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@ -19,14 +18,13 @@ The full itemstring of the new fence node.
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Notes: Fences will always have the group `fence=1`. They will always connect to solid nodes (group `solid=1`).
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## `mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds, sound_open, sound_close)`
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## `mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close)`
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Adds a fence gate without crafting recipe. This will create 2 nodes.
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### Parameters
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* `id`: A part of the itemstring of the nodes to create. The node names will be “`<modname>:<id>_gate`” and “`<modname>:<id>_gate_open`”
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* `fence_gate_name`: User-visible name (`description`)
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* `texture`: Texture to apply on the fence gate (all sides)
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* `gate_image`: Inventory image
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* `groups`: Table of groups to which the fence gate belongs to
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* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `sounds`: Node sound table for the fence gate
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@ -41,7 +39,7 @@ This function returns 2 values, in the following order:
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1. Itemstring of the closed fence gate
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2. Itemstring of the open fence gate
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## `mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds, sound_open, sound_close)`
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## `mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close)`
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Registers a fence and fence gate. This is basically a combination of the two functions above. This is the recommended way to add a fence / fence gate pair.
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This will register 3 nodes in total without crafting recipes.
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@ -49,8 +47,6 @@ This will register 3 nodes in total without crafting recipes.
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* `fence_name`: User-visible name (`description`) of the fence
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* `fence_gate_name`: User-visible name (`description`) of the fence gate
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* `texture`: Texture to apply on the fence and fence gate (all sides)
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* `fence_image`: Inventory image of the fence
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* `gate_image`: Inventory image of the fence gate
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* `groups`: Table of groups to which the fence and fence gate belong to
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* `connects_to`: Table of nodes (itemstrings) to which the fence and fence gate will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `sounds`: Node sound table for the fence and the fence gate
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@ -20,7 +20,7 @@ local cz2 = {-2/16, -1/2+6/16, 2/16, 2/16, 1, 1/2} --unten(quer) z
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mcl_fences = {}
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mcl_fences.register_fence = function(id, fence_name, texture, fence_image, groups, connects_to, sounds)
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mcl_fences.register_fence = function(id, fence_name, texture, groups, connects_to, sounds)
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if groups == nil then groups = {} end
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groups.fence = 1
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groups.deco_block = 1
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@ -64,7 +64,7 @@ mcl_fences.register_fence = function(id, fence_name, texture, fence_image, group
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return fence_id
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end
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mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds, sound_open, sound_close, sound_gain)
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mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close, sound_gain)
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local meta2
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local state2 = 0
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@ -211,9 +211,9 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
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return gate_id, open_gate_id
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end
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mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds, sound_open, sound_close)
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local fence_id = mcl_fences.register_fence(id, fence_name, texture, fence_image, groups, connects_to, sounds)
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local gate_id, open_gate_id = mcl_fences.register_fence_gate(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds, sound_open, sound_close)
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mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close)
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local fence_id = mcl_fences.register_fence(id, fence_name, texture, groups, connects_to, sounds)
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local gate_id, open_gate_id = mcl_fences.register_fence_gate(id, fence_gate_name, texture, groups, connects_to, sounds, sound_open, sound_close)
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return fence_id, gate_id, open_gate_id
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end
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@ -222,12 +222,12 @@ local wood_connect = {"group:fence_wood"}
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local wood_sounds = mcl_sounds.node_sound_wood_defaults()
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local woods = {
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{"", "Oak Fence", "Oak Fence Gate", "default_wood.png", "default_fence.png", "mcl_fences_fence_gate.png", "mcl_core:wood"},
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{"spruce", "Spruce Fence", "Spruce Fence Gate", "default_sprucewood.png", "default_fence.png", "mcl_fences_fence_gate.png", "mcl_core:sprucewood"},
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{"birch", "Birch Fence", "Birch Fence Gate", "default_planks_birch.png", "default_fence.png", "mcl_fences_fence_gate.png", "mcl_core:birchwood"},
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{"jungle", "Jungle Fence", "Jungle Fence Gate", "default_junglewood.png", "default_fence.png", "mcl_fences_fence_gate.png", "mcl_core:junglewood"},
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{"dark_oak", "Dark Oak Fence", "Dark Oak Fence Gate", "default_planks_big_oak.png", "default_fence.png", "mcl_fences_fence_gate.png", "mcl_core:darkwood"},
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{"acacia", "Acacia Fence", "Acacia Fence Gate", "default_acaciawood.png", "default_fence.png", "mcl_fences_fence_gate.png", "mcl_core:acaciawood"},
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{"", "Oak Fence", "Oak Fence Gate", "default_wood.png", "mcl_core:wood"},
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{"spruce", "Spruce Fence", "Spruce Fence Gate", "default_sprucewood.png", "mcl_core:sprucewood"},
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{"birch", "Birch Fence", "Birch Fence Gate", "default_planks_birch.png", "mcl_core:birchwood"},
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{"jungle", "Jungle Fence", "Jungle Fence Gate", "default_junglewood.png", "mcl_core:junglewood"},
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{"dark_oak", "Dark Oak Fence", "Dark Oak Fence Gate", "default_planks_big_oak.png", "mcl_core:darkwood"},
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{"acacia", "Acacia Fence", "Acacia Fence Gate", "default_acaciawood.png", "mcl_core:acaciawood"},
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}
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for w=1, #woods do
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@ -240,27 +240,27 @@ for w=1, #woods do
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id = wood[1].."_fence"
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id_gate = wood[1].."_fence_gate"
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end
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mcl_fences.register_fence_and_fence_gate(id, wood[2], wood[3], wood[4], wood[5], wood[6], wood_groups, wood_connect, wood_sounds)
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mcl_fences.register_fence_and_fence_gate(id, wood[2], wood[3], wood[4], wood_groups, wood_connect, wood_sounds)
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minetest.register_craft({
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output = 'mcl_fences:'..id..' 3',
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recipe = {
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{wood[7], 'mcl_core:stick', wood[7]},
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{wood[7], 'mcl_core:stick', wood[7]},
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{wood[5], 'mcl_core:stick', wood[5]},
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{wood[5], 'mcl_core:stick', wood[5]},
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}
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})
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minetest.register_craft({
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output = 'mcl_fences:'..id_gate,
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recipe = {
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{'mcl_core:stick', wood[7], 'mcl_core:stick'},
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{'mcl_core:stick', wood[7], 'mcl_core:stick'},
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{'mcl_core:stick', wood[5], 'mcl_core:stick'},
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{'mcl_core:stick', wood[5], 'mcl_core:stick'},
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}
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})
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end
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-- Nether Brick Fence (without fence gate!)
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mcl_fences.register_fence("nether_brick_fence", "Nether Brick Fence", "mcl_nether_nether_brick.png", "default_fence.png", {cracky=2, deco_block=1, fence_nether_brick=1}, {"group:fence_nether_brick"}, mcl_sounds.node_sound_stone_defaults())
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mcl_fences.register_fence("nether_brick_fence", "Nether Brick Fence", "mcl_nether_nether_brick.png", {cracky=2, deco_block=1, fence_nether_brick=1}, {"group:fence_nether_brick"}, mcl_sounds.node_sound_stone_defaults())
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minetest.register_craft({
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output = 'mcl_fences:nether_brick_fence 6',
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