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Ensure conditional doesn't mask bug crash issue

respiration
ancientmarinerdev 2023-03-12 23:45:41 +00:00 committed by Gitea
parent 0dee7792f4
commit ae7cfdff69
1 changed files with 22 additions and 18 deletions

View File

@ -625,27 +625,31 @@ function mob_class:do_env_damage()
local node = minetest.get_node(pos)
if node then
if node.name ~= "ignore" then
local sunlight = minetest.get_natural_light(pos, self.time_of_day)
if self.light_damage ~= 0 and (sunlight or 0) > 12 then
if self:deal_light_damage(pos, self.light_damage) then
return true
end
end
local _, dim = mcl_worlds.y_to_layer(pos.y)
if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
if self.ignited_by_sunlight then
mcl_burning.set_on_fire(self.object, 10)
else
self:deal_light_damage(pos, self.sunlight_damage)
return true
end
end
end
-- put below code in this block if we can prove that unloaded maps are causing crash.
-- it should warn then error
else
minetest.log("warning", "Pos is ignored: " .. dump(pos))
end
local sunlight = minetest.get_natural_light(pos, self.time_of_day)
if self.light_damage ~= 0 and (sunlight or 0) > 12 then
if self:deal_light_damage(pos, self.light_damage) then
return true
end
end
local _, dim = mcl_worlds.y_to_layer(pos.y)
if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
if self.ignited_by_sunlight then
mcl_burning.set_on_fire(self.object, 10)
else
self:deal_light_damage(pos, self.sunlight_damage)
return true
end
end
end
end
local y_level = self.collisionbox[2]