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Several improvements to the Shield
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parent
45ae170447
commit
04e29c5796
1 changed files with 19 additions and 5 deletions
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@ -269,6 +269,15 @@ local function remove_shield_entity(player, i)
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end
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end
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end
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end
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local function is_node_stack(itemstack)
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return itemstack:get_definition().drawtype -- only node's definition table contains element "drawtype"
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end
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local function is_rmb_conflicting_node(nodename)
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nodedef = minetest.registered_nodes[nodename]
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return nodedef.on_rightclick
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end
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local function handle_blocking(player)
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local function handle_blocking(player)
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local player_shield = mcl_shields.players[player]
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local player_shield = mcl_shields.players[player]
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local rmb = player:get_player_control().RMB
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local rmb = player:get_player_control().RMB
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@ -284,7 +293,7 @@ local function handle_blocking(player)
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local pos = player:get_pos()
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local pos = player:get_pos()
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if shield_in_hand then
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if shield_in_hand then
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if not_blocking then
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if not_blocking then
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minetest.after(0.25, function()
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minetest.after(0.05, function()
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if (not_blocking or not shield_in_offhand) and shield_in_hand and rmb then
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if (not_blocking or not shield_in_offhand) and shield_in_hand and rmb then
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player_shield.blocking = 2
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player_shield.blocking = 2
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set_shield(player, true, 2)
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set_shield(player, true, 2)
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@ -295,11 +304,16 @@ local function handle_blocking(player)
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end
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end
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elseif shield_in_offhand then
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elseif shield_in_offhand then
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local pointed_thing = mcl_util.get_pointed_thing(player, true)
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local pointed_thing = mcl_util.get_pointed_thing(player, true)
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local offhand_can_block = (wielded_item(player) == "" or not pointed_thing)
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local wielded_stack = player:get_wielded_item()
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and (minetest.get_item_group(wielded_item(player), "bow") ~= 1 and minetest.get_item_group(wielded_item(player), "crossbow") ~= 1)
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local offhand_can_block = (minetest.get_item_group(wielded_item(player), "bow") ~= 1
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and minetest.get_item_group(wielded_item(player), "crossbow") ~= 1)
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if pointed_thing and pointed_thing.type == "node" then
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if pointed_thing and pointed_thing.type == "node" then
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if minetest.get_item_group(minetest.get_node(pointed_thing.under).name, "container") > 1 then
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local pointed_node = minetest.get_node(pointed_thing.under)
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if minetest.get_item_group(pointed_node.name, "container") > 1
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or is_rmb_conflicting_node(pointed_node.name)
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or is_node_stack(wielded_stack)
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then
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return
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return
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end
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end
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end
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end
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@ -308,7 +322,7 @@ local function handle_blocking(player)
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return
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return
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end
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end
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if not_blocking then
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if not_blocking then
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minetest.after(0.25, function()
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minetest.after(0.05, function()
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if (not_blocking or not shield_in_hand) and shield_in_offhand and rmb and offhand_can_block then
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if (not_blocking or not shield_in_hand) and shield_in_offhand and rmb and offhand_can_block then
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player_shield.blocking = 1
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player_shield.blocking = 1
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set_shield(player, true, 1)
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set_shield(player, true, 1)
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