Convert splash potion to vl_projectile, remove dead code, precompute several values in splash potion code, add check of behaviors array in vl_projectile
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@ -1,2 +1,2 @@
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name = mcl_potions
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depends = mcl_core, mcl_farming, mcl_flowers, mcl_mobitems, mcl_mobs, mcl_fishing, mcl_bows, mcl_end, mcl_weather, playerphysics, mcl_wip
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depends = mcl_core, mcl_farming, mcl_flowers, mcl_mobitems, mcl_mobs, mcl_fishing, mcl_bows, mcl_end, mcl_weather, playerphysics, mcl_wip, vl_projectile
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@ -1,5 +1,9 @@
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local S = minetest.get_translator(minetest.get_current_modname())
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local GRAVITY = tonumber(minetest.settings:get("movement_gravity"))
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local REDUX_MAP = {7/8,0.5,0.25}
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local PARTICLE_DIAMETER = 0.1
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local PARTICLE_MIN_VELOCITY = vector.new(-2, 0, -2)
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local PARTICLE_MAX_VELOCITY = vector.new( 2, 2, 2)
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local mod_target = minetest.get_modpath("mcl_target")
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@ -10,7 +14,6 @@ local function splash_image(colorstring, opacity)
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return "mcl_potions_splash_overlay.png^[colorize:"..colorstring..":"..tostring(opacity).."^mcl_potions_splash_bottle.png"
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end
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function mcl_potions.register_splash(name, descr, color, def)
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local id = "mcl_potions:"..name.."_splash"
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local longdesc = def._longdesc
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@ -22,6 +25,7 @@ function mcl_potions.register_splash(name, descr, color, def)
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end
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local groups = {brewitem=1, bottle=1, splash_potion=1, _mcl_potion=1}
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if def.nocreative then groups.not_in_creative_inventory = 1 end
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minetest.register_craftitem(id, {
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description = descr,
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_tt_help = def._tt,
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@ -73,112 +77,117 @@ function mcl_potions.register_splash(name, descr, color, def)
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local w = 0.7
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minetest.register_entity(id.."_flying",{
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-- Precompute particle texture and acceleration
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local particle_texture, particle_acc
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if name == "water" then
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particle_texture = "mcl_particles_droplet_bottle.png"
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particle_acc = {x=0, y=-GRAVITY, z=0}
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else
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if def.instant then
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particle_texture = "mcl_particles_instant_effect.png"
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else
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particle_texture = "mcl_particles_effect.png"
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end
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particle_acc = {x=0, y=0, z=0}
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end
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particle_texture = particle_texture.."^[colorize:"..color..":127"
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local function make_particles(pos)
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minetest.add_particlespawner({
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amount = 50,
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time = 0.1,
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minpos = vector.offset(pos, -PARTICLE_DIAMETER, 0.5, -PARTICLE_DIAMETER),
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maxpos = vector.offset(pos, PARTICLE_DIAMETER, 0.5, PARTICLE_DIAMETER),
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minvel = PARTICLE_MIN_VELOCITY,
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maxvel = PARTICLE_MAX_VELOCITY,
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minacc = particle_acc,
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maxacc = particle_acc,
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minexptime = 0.5,
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maxexptime = 1.25,
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minsize = 1,
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maxsize = 2,
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collisiondetection = true,
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vertical = false,
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texture = particle_texture,
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})
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end
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vl_projectile.register(id.."_flying",{
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textures = {splash_image(color)},
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hp_max = 1,
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visual_size = {x=w/2,y=w/2},
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collisionbox = {-0.1,-0.1,-0.1,0.1,0.1,0.1},
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pointable = false,
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on_step = function(self, dtime)
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local pos = self.object:get_pos()
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local node = minetest.get_node(pos)
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local n = node.name
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local g = minetest.get_item_group(n, "liquid")
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local d = 0.1
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local redux_map = {7/8,0.5,0.25}
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if mod_target and n == "mcl_target:target_off" then
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mcl_target.hit(vector.round(pos), 0.4) --4 redstone ticks
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end
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if n ~= "air" and n ~= "mcl_portals:portal" and n ~= "mcl_portals:portal_end" and g == 0 or mcl_potions.is_obj_hit(self, pos) then
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minetest.sound_play("mcl_potions_breaking_glass", {pos = pos, max_hear_distance = 16, gain = 1})
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local texture, acc
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if name == "water" then
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texture = "mcl_particles_droplet_bottle.png"
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acc = {x=0, y=-GRAVITY, z=0}
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else
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if def.instant then
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texture = "mcl_particles_instant_effect.png"
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else
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texture = "mcl_particles_effect.png"
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end
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acc = {x=0, y=0, z=0}
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_vl_projectile = {
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behaviors = {
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vl_projectile.collides_with_entities,
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vl_projectile.collides_with_solids,
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},
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on_collide_with_solid = function(self, pos, node)
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make_particles(pos)
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if node.name == "mcl_target:target_off" then
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mcl_target.hit(pos, 0.4) -- 4 redstone ticks
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end
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minetest.add_particlespawner({
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amount = 50,
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time = 0.1,
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minpos = {x=pos.x-d, y=pos.y+0.5, z=pos.z-d},
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maxpos = {x=pos.x+d, y=pos.y+0.5+d, z=pos.z+d},
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minvel = {x=-2, y=0, z=-2},
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maxvel = {x=2, y=2, z=2},
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minacc = acc,
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maxacc = acc,
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minexptime = 0.5,
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maxexptime = 1.25,
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minsize = 1,
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maxsize = 2,
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collisiondetection = true,
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vertical = false,
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texture = texture.."^[colorize:"..color..":127"
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})
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end,
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on_collide_with_entity = function(self, pos, obj)
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make_particles(pos)
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-- Make sure the potion can interact with this object
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local entity = obj:get_luaentity()
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if not obj:is_player() and not (entity and entity.is_mob) then return end
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local potency = self._potency or 0
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local plus = self._plus or 0
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if def.on_splash then def.on_splash(pos, potency+1) end
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for _,obj in pairs(minetest.get_objects_inside_radius(pos, 4)) do
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local entity = obj:get_luaentity()
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if obj:is_player() or entity and entity.is_mob then
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local pos2 = obj:get_pos()
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local rad = math.floor(math.sqrt((pos2.x-pos.x)^2 + (pos2.y-pos.y)^2 + (pos2.z-pos.z)^2))
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local pos2 = obj:get_pos()
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local rad = math.floor(math.sqrt((pos2.x-pos.x)^2 + (pos2.y-pos.y)^2 + (pos2.z-pos.z)^2))
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if def._effect_list then
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local ef_level
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local dur
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for name, details in pairs(def._effect_list) do
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if details.uses_level then
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ef_level = details.level + details.level_scaling * (potency)
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else
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ef_level = details.level
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end
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if details.dur_variable then
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dur = details.dur * math.pow(mcl_potions.PLUS_FACTOR, plus)
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if potency>0 and details.uses_level then
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dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency)
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end
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dur = dur * mcl_potions.SPLASH_FACTOR
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else
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dur = details.dur
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end
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if details.effect_stacks then
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ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
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end
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if rad > 0 then
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mcl_potions.give_effect_by_level(name, obj, ef_level, redux_map[rad]*dur)
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else
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mcl_potions.give_effect_by_level(name, obj, ef_level, dur)
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end
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end
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-- Apply effect list
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if def._effect_list then
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local ef_level
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local dur
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for name, details in pairs(def._effect_list) do
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if details.uses_level then
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ef_level = details.level + details.level_scaling * (potency)
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else
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ef_level = details.level
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end
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if def.custom_effect then
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local power = (potency+1) * mcl_potions.SPLASH_FACTOR
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if rad > 0 then
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def.custom_effect(obj, redux_map[rad] * power, plus)
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else
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def.custom_effect(obj, power, plus)
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if details.dur_variable then
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dur = details.dur * math.pow(mcl_potions.PLUS_FACTOR, plus)
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if potency>0 and details.uses_level then
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dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency)
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end
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dur = dur * mcl_potions.SPLASH_FACTOR
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else
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dur = details.dur
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end
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if details.effect_stacks then
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ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
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end
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if rad > 0 then
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mcl_potions.give_effect_by_level(name, obj, ef_level, REDUX_MAP[rad]*dur)
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else
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mcl_potions.give_effect_by_level(name, obj, ef_level, dur)
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end
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end
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end
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self.object:remove()
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end
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end,
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if def.custom_effect then
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local power = (potency+1) * mcl_potions.SPLASH_FACTOR
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if rad > 0 then
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def.custom_effect(obj, redux_map[rad] * power, plus)
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else
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def.custom_effect(obj, power, plus)
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end
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end
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end,
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sounds = {
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on_collision = {"mcl_potions_breaking_glass", {max_hear_distance = 16, gain = 1}, true},
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},
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},
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pointable = false,
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})
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end
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--[[local function time_string(dur)
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return math.floor(dur/60)..string.format(":%02d",math.floor(dur % 60))
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end]]
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@ -379,6 +379,9 @@ end
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function mod.register(name, def)
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assert(def._vl_projectile)
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for _,behavior in pairs(def._vl_projectile.behaviors) do
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assert(behavior)
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end
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if not def.on_step then
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def.on_step = mod.update_projectile
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