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Fix arrows getting stuck in impossible ways

This commit is contained in:
Wuzzy 2018-05-12 15:10:34 +02:00
parent c7949bf703
commit 0ec411b868
1 changed files with 3 additions and 28 deletions

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@ -239,36 +239,11 @@ ARROW_ENTITY.on_step = function(self, dtime)
self._stuckin = nil self._stuckin = nil
if self._deflection_cooloff <= 0 then if self._deflection_cooloff <= 0 then
-- Lose 1/3 of velocity on deflection -- Lose 1/3 of velocity on deflection
self.object:set_velocity(vector.multiply(vel, 0.6667)) local newvel = vector.multiply(vel, 0.6667)
-- Just some dirty hack to make sure the arrow has a minimum direction to self.object:set_velocity(newvel)
-- avoid triggering the stuck detection again.
vel = self.object:get_velocity()
if math.abs(vel.x) < 0.0001 then
if pos.x < self._lastpos.x then
vel.x = 0.01
else
vel.x = -0.01
end
end
if math.abs(vel.z) < 0.0001 then
if pos.z < self._lastpos.z then
vel.z = 0.01
else
vel.z = -0.01
end
end
if math.abs(vel.y) < 0.00001 then
if pos.y < self._lastpos.y then
vel.y = 0.001
else
vel.y = -0.001
end
end
self.object:set_velocity(vel)
self.object:set_yaw(minetest.dir_to_yaw(vel)+YAW_OFFSET)
-- Reset deflection cooloff timer to prevent many deflections happening in quick succession -- Reset deflection cooloff timer to prevent many deflections happening in quick succession
self._deflection_cooloff = 0.2 self._deflection_cooloff = 1.0
end end
else else