Fix splash potions, fix crash when projectiles hit unknown nodes
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@ -112,30 +112,13 @@ function mcl_potions.register_splash(name, descr, color, def)
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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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_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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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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function splash_effects(self, pos, def, range)
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make_particles(pos)
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for _,obj in pairs(minetest.get_objects_inside_radius(pos, range)) do
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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 obj:is_player() or entity and entity.is_mob then
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local potency = self._potency or 0
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local plus = self._plus or 0
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@ -182,6 +165,29 @@ function mcl_potions.register_splash(name, descr, color, def)
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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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end
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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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_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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splash_effects(self, pos, def, 4)
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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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end,
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on_collide_with_entity = function(self, pos, obj)
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splash_effects(self, pos, def, 4)
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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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@ -216,7 +216,7 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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hook(self, pos, node, node_def)
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-- Call node collided hook
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local hook = (node_def._vl_projectile or {}).on_collide or no_op
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local hook = ((node_def and node_def._vl_projectile) or {}).on_collide or no_op
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hook(self, pos, node, node_def)
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-- Play sounds
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