Exhaust for attacking/getting attacked by mobs

This commit is contained in:
Wuzzy 2017-05-21 05:27:33 +02:00
parent 0f4573c594
commit 229fdc067f
2 changed files with 12 additions and 0 deletions

View file

@ -577,6 +577,7 @@ local function entity_physics(pos, radius)
if objs[n]:is_player() then
objs[n]:set_hp(objs[n]:get_hp() - damage)
mcl_hunger.exhaust(objs[n]:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
else --if ent.health then
@ -1693,6 +1694,7 @@ local do_states = function(self, dtime)
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
mcl_hunger.exhaust(self.attack:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
end
end
else -- call custom attack every second
@ -1874,6 +1876,11 @@ end
* tmp * ((armor[group] or 0) / 100.0)
end
-- Exhaust attacker
if hitter:is_player() then
mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK)
end
-- check for tool immunity or special damage
for n = 1, #self.immune_to do
@ -1902,6 +1909,7 @@ end
and weapon:get_definition().tool_capabilities then
weapon:add_wear(floor((punch_interval / 75) * 9000))
hitter:set_wielded_item(weapon)
end
-- only play hit sound and show blood effects if damage is 1 or over
@ -2248,6 +2256,9 @@ local do_tnt = function(obj, damage)
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
if obj.object:is_player() then
mcl_hunger.exhaust(obj.object:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
end
return false, true, {}
end

View file

@ -1,5 +1,6 @@
mcl_core
mcl_sounds
mcl_hunger
invisibility?
intllib?
lucky_block?