forked from VoxeLibre/VoxeLibre
Implement stuck arrow timeout properly
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f6c5117bf7
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@ -292,9 +292,15 @@ ARROW_ENTITY.get_staticdata = function(self)
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startpos = self._startpos,
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startpos = self._startpos,
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damage = self._damage,
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damage = self._damage,
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stuck = self._stuck,
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stuck = self._stuck,
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stucktimer = self._stucktimer,
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stuckin = self._stuckin,
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stuckin = self._stuckin,
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}
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}
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if self._stuck then
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-- If _stucktimer is missing for some reason, assume the maximum
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if not self._stucktimer then
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self._stucktimer = ARROW_TIMEOUT
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end
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out.stuckstarttime = minetest.get_gametime() - self._stucktimer
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end
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if self._shooter and self._shooter:is_player() then
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if self._shooter and self._shooter:is_player() then
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out.shootername = self._shooter:get_player_name()
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out.shootername = self._shooter:get_player_name()
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end
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end
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@ -304,16 +310,28 @@ end
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ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
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ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
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local data = minetest.deserialize(staticdata)
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local data = minetest.deserialize(staticdata)
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if data then
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if data then
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self._stuck = data.stuck
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if data.stuck then
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if data.stuckstarttime then
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-- First, check if the stuck arrow is aleady past its life timer.
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-- If yes, delete it.
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self._stucktimer = minetest.get_gametime() - data.stuckstarttime
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if self._stucktimer > ARROW_TIMEOUT then
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self.object:remove()
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return
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end
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end
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-- Perform a stuck recheck on the next step.
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self._stuckrechecktimer = STUCK_RECHECK_TIME
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self._stuckin = data.stuckin
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end
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-- Get the remaining arrow state
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self._lastpos = data.lastpos
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self._lastpos = data.lastpos
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self._startpos = data.startpos
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self._startpos = data.startpos
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self._damage = data.damage
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self._damage = data.damage
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self._stuck = data.stuck
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if self._stuck then
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-- Perform a stuck recheck on the next step
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self._stuckrechecktimer = STUCK_RECHECK_TIME
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end
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self._stucktimer = data.stucktimer
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self._stuckin = data.stuckin
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if data.shootername then
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if data.shootername then
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local shooter = minetest.get_player_by_name(data.shootername)
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local shooter = minetest.get_player_by_name(data.shootername)
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if shooter and shooter:is_player() then
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if shooter and shooter:is_player() then
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