local function on_flood(pos, oldnode, newnode) minetest.add_item(pos, ItemStack("default:torch 1")) -- Play flame-extinguish sound if liquid is not an 'igniter' local nodedef = minetest.registered_items[newnode.name] if not (nodedef and nodedef.groups and nodedef.groups.igniter and nodedef.groups.igniter > 0) then minetest.sound_play( "default_cool_lava", {pos = pos, max_hear_distance = 16, gain = 0.1} ) end -- Remove the torch node return false end local torch_suffix = {[0] = "_ceiling", "", "_wall", "_wall", "_wall", "_wall"} function default.torch_on_place(itemstack, placer, pointed_thing) local under = pointed_thing.under local node = minetest.get_node(under) local nodedef = minetest.registered_nodes[node.name] if nodedef and nodedef.on_rightclick and not (placer and placer:is_player() and placer:get_player_control().sneak) then return nodedef.on_rightclick(under, node, placer, itemstack, pointed_thing) or itemstack end local above = pointed_thing.above local wdir = minetest.dir_to_wallmounted(vector.subtract(under, above)) local name = itemstack:get_name() itemstack:set_name(name .. torch_suffix[wdir]) itemstack = minetest.item_place(itemstack, placer, pointed_thing, wdir) itemstack:set_name(name) return itemstack end function default.register_torch(name, defs) local def = defs.floor def.drop = def.drop or name def.on_place = def.on_place or default.torch_on_place minetest.register_node(":" .. name, def) local def_ceiling = table.copy(def) for key, value in pairs(defs.ceiling) do def_ceiling[key] = value end def_ceiling.groups.not_in_creative_inventory = 1 minetest.register_node(":" .. name .. "_ceiling", def_ceiling) local def_wall = table.copy(def) for key, value in pairs(defs.wall) do def_wall[key] = value end def_wall.groups.not_in_creative_inventory = 1 minetest.register_node(":" .. name .. "_wall", def_wall) end default.torch = { floor = { description = "Torch", drawtype = "mesh", mesh = "torch_floor.obj", inventory_image = "default_torch_on_floor.png", wield_image = "default_torch_on_floor.png", tiles = {{ name = "default_torch_on_floor_animated.png", animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3} }}, paramtype = "light", paramtype2 = "wallmounted", sunlight_propagates = true, walkable = false, liquids_pointable = false, light_source = 12, groups = {choppy=2, dig_immediate=3, flammable=1, attached_node=1, torch=1}, selection_box = { type = "wallmounted", wall_bottom = {-1/8, -1/2, -1/8, 1/8, 2/16, 1/8}, }, sounds = default.node_sound_wood_defaults(), floodable = true, on_flood = on_flood, }, ceiling = { mesh = "torch_ceiling.obj", selection_box = { type = "wallmounted", wall_top = {-1/8, -1/16, -5/16, 1/8, 1/2, 1/8}, }, }, wall = { mesh = "torch_wall.obj", selection_box = { type = "wallmounted", wall_side = {-1/2, -1/2, -1/8, -1/8, 1/8, 1/8}, }, }, } default.register_torch("default:torch", default.torch) minetest.register_lbm({ name = "default:3dtorch", nodenames = {"default:torch", "torches:floor", "torches:wall"}, action = function(pos, node) if node.param2 == 0 then minetest.set_node(pos, {name = "default:torch_ceiling", param2 = node.param2}) elseif node.param2 == 1 then minetest.set_node(pos, {name = "default:torch", param2 = node.param2}) else minetest.set_node(pos, {name = "default:torch_wall", param2 = node.param2}) end end })