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Give the arrows a far less laggy look with an attached particle spawner with critical shot.
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parent
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commit
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1 changed files with 5 additions and 9 deletions
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@ -171,27 +171,23 @@ function ARROW_ENTITY.on_step(self, dtime)
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if self._damage >= 9 and self._in_player == false then
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if self._damage >= 9 and self._in_player == false then
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minetest.add_particlespawner({
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minetest.add_particlespawner({
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amount = 1,
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amount = 20,
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time = .001,
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time = .2,
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minpos = pos,
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minpos = vector.new(0,0,0),
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maxpos = pos,
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maxpos = vector.new(0,0,0),
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minvel = vector.new(-0.1,-0.1,-0.1),
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minvel = vector.new(-0.1,-0.1,-0.1),
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maxvel = vector.new(0.1,0.1,0.1),
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maxvel = vector.new(0.1,0.1,0.1),
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minexptime = 0.5,
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minexptime = 0.5,
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maxexptime = 0.5,
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maxexptime = 0.5,
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minsize = 2,
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minsize = 2,
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maxsize = 2,
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maxsize = 2,
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attached = self.object,
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collisiondetection = false,
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collisiondetection = false,
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vertical = false,
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vertical = false,
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texture = "mobs_mc_arrow_particle.png",
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texture = "mobs_mc_arrow_particle.png",
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glow = 1,
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glow = 1,
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})
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})
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end
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end
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-- We just check for any hurtable objects nearby.
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-- The radius of 3 is fairly liberal, but anything lower than than will cause
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-- arrow to hilariously go through mobs often.
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-- TODO: Implement an ACTUAL collision detection (engine support needed).
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local closest_object
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local closest_object
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local closest_distance
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local closest_distance
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