Also reset charging bows after shoot

This commit is contained in:
Wuzzy 2018-05-07 17:46:52 +02:00
parent 9a5f4e41cb
commit adc86232ee

View file

@ -132,6 +132,19 @@ minetest.register_tool("mcl_throwing:bow_2", {
groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
})
-- Resets all the bows in "charging" state back to their original stage
local reset_bows = function(player)
local inv = player:get_inventory()
local list = inv:get_list("main")
for place, stack in pairs(list) do
if stack:get_name()=="mcl_throwing:bow_0" or stack:get_name()=="mcl_throwing:bow_1" or stack:get_name()=="mcl_throwing:bow_2" then
stack:set_name("mcl_throwing:bow")
list[place] = stack
end
end
inv:set_list("main", list)
end
controls.register_on_release(function(player, key, time)
if key~="RMB" then return end
local inv = minetest.get_inventory({type="player", name=player:get_player_name()})
@ -181,23 +194,12 @@ controls.register_on_release(function(player, key, time)
wielditem:add_wear(65535/BOW_DURABILITY)
end
player:set_wielded_item(wielditem)
reset_bows(player)
bow_load[player:get_player_name()] = nil
bow_index[player:get_player_name()] = nil
end
end)
local reset_bows = function(player)
local inv = player:get_inventory()
local list = inv:get_list("main")
for place, stack in pairs(list) do
if stack:get_name()=="mcl_throwing:bow_0" or stack:get_name()=="mcl_throwing:bow_1" or stack:get_name()=="mcl_throwing:bow_2" then
stack:set_name("mcl_throwing:bow")
list[place] = stack
end
end
inv:set_list("main", list)
end
controls.register_on_hold(function(player, key, time)
if key ~= "RMB" then
return