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Correct splash issue with mob-detection

This commit is contained in:
Brandon 2020-06-26 21:30:35 -04:00
parent 4f259dec71
commit bd9b15466b
2 changed files with 2 additions and 2 deletions

View File

@ -53,7 +53,6 @@ local function add_lingering_effect(pos, color, def)
for _, obj in pairs(minetest.get_objects_inside_radius(pos, d)) do for _, obj in pairs(minetest.get_objects_inside_radius(pos, d)) do
local entity = obj:get_luaentity() local entity = obj:get_luaentity()
if obj:is_player() or entity._cmi_is_mob then if obj:is_player() or entity._cmi_is_mob then
-- if obj:is_player() then print(obj:is_player()) print(obj:get_player_name()) end -- if obj:is_player() then print(obj:is_player()) print(obj:get_player_name()) end

View File

@ -62,6 +62,7 @@ local function register_splash(name, descr, color, def)
self.object:remove() self.object:remove()
for _,obj in pairs(minetest.get_objects_inside_radius(pos, 4)) do for _,obj in pairs(minetest.get_objects_inside_radius(pos, 4)) do
local entity = obj.get_luaentity()
if obj:is_player() or entity._cmi_is_mob then if obj:is_player() or entity._cmi_is_mob then
local pos2 = obj:get_pos() local pos2 = obj:get_pos()