Make new arrow mesh work with tipped arrows

This commit is contained in:
epCode 2021-03-12 15:36:43 -08:00
parent 1d65daa2c9
commit 90a0858495
4 changed files with 45 additions and 24 deletions

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@ -2,26 +2,26 @@
# www.blender.org
mtllib mcl_bows_arrow.mtl
o Plane
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@ -42,10 +42,10 @@ vt 0.000000 0.300000
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vt 1.000000 0.700000
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vn 0.0000 0.0000 1.0000
vn 0.0000 -1.0000 0.0000
usemtl Material.002
s off

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@ -100,9 +100,10 @@ function mcl_potions.register_arrow(name, desc, color, def)
local ARROW_ENTITY={
physical = true,
visual = "wielditem",
visual_size = {x=0.4, y=0.4},
textures = {"mcl_potions:"..name.."_arrow_box"},
visual = "mesh",
mesh = "mcl_bows_arrow.obj",
visual_size = {x=1, y=1},
textures = arrow_image(color, 100),
collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
collide_with_objects = false,
@ -177,6 +178,26 @@ function mcl_potions.register_arrow(name, desc, color, def)
-- Check for object "collision". Done every tick (hopefully this is not too stressing)
else
if self._damage == 10 or self._damage == 9 then
minetest.add_particlespawner({
amount = 1,
time = .001,
minpos = pos,
maxpos = pos,
minvel = vector.new(-0.1,-0.1,-0.1),
maxvel = vector.new(0.1,0.1,0.1),
minexptime = 0.5,
maxexptime = 0.5,
minsize = 2,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mobs_mc_arrow_particle.png",
glow = 1,
})
end
-- We just check for any hurtable objects nearby.
-- The radius of 3 is fairly liberal, but anything lower than than will cause
-- arrow to hilariously go through mobs often.