forked from MineClone5/MineClone5
Merge branch 'master' of https://git.minetest.land/MineClone2/MineClone2
This commit is contained in:
commit
68df2c447a
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@ -35,53 +35,12 @@ S("Arrows might get stuck on solid blocks and can be retrieved again. They are a
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end,
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})
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-- This is a fake node, used as model for the arrow entity.
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-- It's not supposed to be usable as item or real node.
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-- TODO: Use a proper mesh for the arrow entity
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minetest.register_node("mcl_bows:arrow_box", {
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drawtype = "nodebox",
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is_ground_content = false,
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node_box = {
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type = "fixed",
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fixed = {
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-- Shaft
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{-6.5/17, -1.5/17, -1.5/17, -4.5/17, 1.5/17, 1.5/17},
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{-4.5/17, -0.5/17, -0.5/17, 5.5/17, 0.5/17, 0.5/17},
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{5.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
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-- Tip
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{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
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{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
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-- Fletching
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{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
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{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
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{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
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{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
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{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
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{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
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{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
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{7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
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}
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},
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tiles = {"mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow_back.png", "mcl_bows_arrow_front.png", "mcl_bows_arrow.png", "mcl_bows_arrow.png^[transformFX"},
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use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
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paramtype = "light",
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paramtype2 = "facedir",
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sunlight_propagates = true,
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groups = {not_in_creative_inventory=1, dig_immediate=3},
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drop = "",
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node_placement_prediction = "",
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on_construct = function(pos)
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minetest.log("error", "[mcl_bows] Trying to construct mcl_bows:arrow_box at "..minetest.pos_to_string(pos))
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minetest.remove_node(pos)
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end,
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})
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local ARROW_ENTITY={
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physical = true,
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visual = "wielditem",
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visual_size = {x=0.4, y=0.4},
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textures = {"mcl_bows:arrow_box"},
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visual = "mesh",
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mesh = "mcl_bows_arrow.obj",
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visual_size = {x=-1, y=1},
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textures = {"mcl_bows_arrow.png"},
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collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
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collide_with_objects = false,
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_fire_damage_resistant = true,
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@ -185,6 +144,25 @@ ARROW_ENTITY.on_step = function(self, dtime)
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-- Check for object "collision". Done every tick (hopefully this is not too stressing)
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else
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if self._damage >= 9 then
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minetest.add_particlespawner({
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amount = 1,
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time = .001,
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minpos = pos,
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maxpos = pos,
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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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minexptime = 0.5,
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maxexptime = 0.5,
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minsize = 2,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "mobs_mc_arrow_particle.png",
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glow = 1,
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})
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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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@ -0,0 +1,56 @@
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# Blender v2.91.0 OBJ File: ''
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# www.blender.org
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mtllib mcl_bows_arrow.mtl
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o Plane
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v -3.782006 -1.443249 0.000500
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v -3.782006 1.444249 0.000500
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v 3.782006 1.444249 0.000500
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v 3.782006 -1.443249 0.000500
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v 3.331104 1.069925 1.085017
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v 3.331104 -1.100076 1.085017
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v 3.331104 1.069925 -1.064830
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v 3.331104 -1.100076 -1.064829
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v 3.782006 0.001000 1.443749
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v 3.782006 0.001000 -1.443750
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v -3.782006 0.001000 -1.443749
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v -3.782006 0.001000 1.443750
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v 3.782006 0.000000 -1.443750
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v 3.782006 0.000000 1.443749
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v -3.782006 0.000000 1.443750
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v -3.782006 0.000000 -1.443749
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v 3.782006 1.444249 -0.000500
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v 3.782006 -1.443249 -0.000500
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v -3.782006 -1.443249 -0.000500
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v -3.782006 1.444249 -0.000500
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vt 0.000000 0.300000
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vt 0.000000 0.700000
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vt 1.000000 0.700000
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vt 1.000000 0.300000
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vt -0.007553 -0.000373
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vt 0.296712 -0.000373
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vt 0.296712 0.298611
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vt -0.007553 0.298611
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vt 0.000000 0.300000
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vt 1.000000 0.300000
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vt 1.000000 0.700000
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vt 0.000000 0.700000
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vt 0.000000 0.300000
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vt 1.000000 0.300000
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vt 1.000000 0.700000
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vt 0.000000 0.700000
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vt 0.000000 0.300000
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vt 0.000000 0.700000
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vt 1.000000 0.700000
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vt 1.000000 0.300000
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vn -0.0000 -0.0000 -1.0000
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vn 1.0000 -0.0000 0.0000
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vn 0.0000 1.0000 0.0000
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vn 0.0000 0.0000 1.0000
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vn 0.0000 -1.0000 0.0000
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usemtl Material.002
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s off
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f 17/1/1 18/2/1 19/3/1 20/4/1
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f 8/5/2 7/6/2 5/7/2 6/8/2
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f 10/9/3 11/10/3 12/11/3 9/12/3
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f 3/13/4 2/14/4 1/15/4 4/16/4
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f 13/17/5 14/18/5 15/19/5 16/20/5
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Before Width: | Height: | Size: 173 B After Width: | Height: | Size: 359 B |
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Before Width: | Height: | Size: 132 B After Width: | Height: | Size: 212 B |
Binary file not shown.
Before Width: | Height: | Size: 317 B After Width: | Height: | Size: 260 B |
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@ -100,9 +100,10 @@ function mcl_potions.register_arrow(name, desc, color, def)
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local ARROW_ENTITY={
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physical = true,
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visual = "wielditem",
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visual_size = {x=0.4, y=0.4},
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textures = {"mcl_potions:"..name.."_arrow_box"},
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visual = "mesh",
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mesh = "mcl_bows_arrow.obj",
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visual_size = {x=1, y=1},
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textures = arrow_image(color, 100),
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collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
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collide_with_objects = false,
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@ -177,6 +178,26 @@ function mcl_potions.register_arrow(name, desc, color, def)
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-- Check for object "collision". Done every tick (hopefully this is not too stressing)
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else
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if self._damage == 10 or self._damage == 9 then
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minetest.add_particlespawner({
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amount = 1,
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time = .001,
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minpos = pos,
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maxpos = pos,
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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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minexptime = 0.5,
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maxexptime = 0.5,
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minsize = 2,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "mobs_mc_arrow_particle.png",
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glow = 1,
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})
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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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