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Fix dispenser arrows so they hit players and entities, minetest.register_entity -> vl_projectile.register for mcl_throwing:egg
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parent
e4e1c40dbb
commit
38852badb1
3 changed files with 10 additions and 6 deletions
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@ -297,7 +297,7 @@ local arrow_entity = {
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end
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end
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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self._allow_punch = self._allow_punch or not self._startpos or pos and vector.distance(self._startpos, pos) > 1.5
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self._allow_punch = self._allow_punch or not self._owner or not self._startpos or pos and vector.distance(self._startpos, pos) > 1.5
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if self._stuck then
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if self._stuck then
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return stuck_arrow_on_step(self, dtime)
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return stuck_arrow_on_step(self, dtime)
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@ -35,7 +35,7 @@ local function egg_spawn_chicks(pos)
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mcl_mobs.spawn_child(vector.offset(pos, -0.7, 0, 0.7), "mobs_mc:chicken")
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mcl_mobs.spawn_child(vector.offset(pos, -0.7, 0, 0.7), "mobs_mc:chicken")
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end
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end
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minetest.register_entity("mcl_throwing:egg_entity",{
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vl_projectile.register("mcl_throwing:egg_entity",{
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physical = false,
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physical = false,
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timer=0,
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timer=0,
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textures = {"mcl_throwing_egg.png"},
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textures = {"mcl_throwing_egg.png"},
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@ -205,13 +205,18 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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-- Projectile has stopped in one axis, so it probably hit something.
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-- Projectile has stopped in one axis, so it probably hit something.
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-- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
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-- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
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local vel = self.object:get_velocity()
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local vel = self.object:get_velocity()
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if math.abs(vel.x) >= 0.0001 and math.abs(vel.z) >= 0.0001 and math.abs(vel.y) >= 0.0001 then
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if not self._last_velocity then
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self._last_pos = pos
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self._last_velocity = vel
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return
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return
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end
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end
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local delta_v = (vel - self._last_velocity) / vector.length(vel)
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if math.abs(delta_v.x) <= 0.1 and math.abs(delta_v.z) <= 0.1 and math.abs(delta_v.y) <= 0.2 then
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return
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end
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self._last_velocity = vel
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else
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else
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if node_def and not node_def.walkable and (not collides_with or not mcl_util.match_node_to_filter(node.name, collides_with)) then
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if node_def and not node_def.walkable and (not collides_with or not mcl_util.match_node_to_filter(node.name, collides_with)) then
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self._last_pos = pos
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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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@ -364,7 +369,6 @@ function mod.raycast_collides_with_entities(self, dtime, entity_def, projectile_
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closest_distance = dist
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closest_distance = dist
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end
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end
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end
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end
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end
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end
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if closest_object then
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if closest_object then
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