Fix #1018
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5ede42bbe7
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248272a128
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@ -161,7 +161,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
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local objects = minetest.get_objects_inside_radius(pos, 1)
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local objects = minetest.get_objects_inside_radius(pos, 1)
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for _,obj in ipairs(objects) do
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for _,obj in ipairs(objects) do
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if obj:is_player() then
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if obj:is_player() then
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if not minetest.is_creative_enabled(obj:get_player_name()) then
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if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then
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if obj:get_inventory():room_for_item("main", "mcl_bows:arrow") then
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if obj:get_inventory():room_for_item("main", "mcl_bows:arrow") then
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obj:get_inventory():add_item("main", "mcl_bows:arrow")
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obj:get_inventory():add_item("main", "mcl_bows:arrow")
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minetest.sound_play("item_drop_pickup", {
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minetest.sound_play("item_drop_pickup", {
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@ -33,7 +33,7 @@ local bow_load = {}
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-- Another player table, this one stores the wield index of the bow being charged
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-- Another player table, this one stores the wield index of the bow being charged
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local bow_index = {}
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local bow_index = {}
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mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack)
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mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable)
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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if power == nil then
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if power == nil then
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power = BOW_MAX_SPEED --19
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power = BOW_MAX_SPEED --19
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@ -60,6 +60,7 @@ mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damag
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le._is_critical = is_critical
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le._is_critical = is_critical
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le._startpos = pos
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le._startpos = pos
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le._knockback = knockback
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le._knockback = knockback
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le._collectable = collectable
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minetest.sound_play("mcl_bows_bow_shoot", {pos=pos, max_hear_distance=16}, true)
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minetest.sound_play("mcl_bows_bow_shoot", {pos=pos, max_hear_distance=16}, true)
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if shooter ~= nil and shooter:is_player() then
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if shooter ~= nil and shooter:is_player() then
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if obj:get_luaentity().player == "" then
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if obj:get_luaentity().player == "" then
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@ -88,6 +89,7 @@ local player_shoot_arrow = function(itemstack, player, power, damage, is_critica
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local arrow_stack, arrow_stack_id = get_arrow(player)
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local arrow_stack, arrow_stack_id = get_arrow(player)
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local arrow_itemstring
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local arrow_itemstring
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local has_infinity_enchantment = mcl_enchanting.has_enchantment(player:get_wielded_item(), "infinity")
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local has_infinity_enchantment = mcl_enchanting.has_enchantment(player:get_wielded_item(), "infinity")
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local infinity_used = false
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if minetest.is_creative_enabled(player:get_player_name()) then
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if minetest.is_creative_enabled(player:get_player_name()) then
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if arrow_stack then
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if arrow_stack then
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@ -100,7 +102,9 @@ local player_shoot_arrow = function(itemstack, player, power, damage, is_critica
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return false
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return false
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end
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end
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arrow_itemstring = arrow_stack:get_name()
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arrow_itemstring = arrow_stack:get_name()
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if not has_infinity_enchantment or minetest.get_item_group(arrow_itemstring, "ammo_bow_regular") == 0 then
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if has_infinity_enchantment and minetest.get_item_group(arrow_itemstring, "ammo_bow_regular") > 0 then
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infinity_used = true
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else
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arrow_stack:take_item()
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arrow_stack:take_item()
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end
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end
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local inv = player:get_inventory()
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local inv = player:get_inventory()
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@ -113,7 +117,7 @@ local player_shoot_arrow = function(itemstack, player, power, damage, is_critica
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local dir = player:get_look_dir()
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local dir = player:get_look_dir()
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local yaw = player:get_look_horizontal()
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local yaw = player:get_look_horizontal()
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mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item())
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mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), not infinity_used)
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return true
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return true
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end
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end
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