Fix armor not actually protecting lol
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@ -39,7 +39,7 @@ function minetest.register_on_player_hpchange(func, modifier)
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end
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function mcl_damage.register_modifier(func, priority)
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table.insert(mcl_damage, {func = func, priority = priority or 0})
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table.insert(mcl_damage.modifiers, {func = func, priority = priority or 0})
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end
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function mcl_damage.get_mcl_damage_reason(mt_reason)
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@ -86,8 +86,9 @@ function mcl_damage.get_mcl_damage_reason(mt_reason)
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end
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mcl_reason.source = mcl_reason.source or mcl_reason.direct
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mcl_reason.flags = mcl_damage.types[mcl_reason.type]
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return mcl_reason
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end
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function mcl_damage.register_type(name, def)
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@ -24,9 +24,9 @@ function mcl_armor.damage_modifier(obj, hp_change, reason)
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if inv then
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for name, element in pairs(mcl_armor.elements) do
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local itemstack = inventory:get_stack("armor", element.index)
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if not stack:is_empty() then
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local itemname = stack:get_name()
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local itemstack = inv:get_stack("armor", element.index)
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if not itemstack:is_empty() then
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local itemname = itemstack:get_name()
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local enchantments = mcl_enchanting.get_enchantments(itemstack)
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if not flags.bypasses_armor then
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@ -34,7 +34,7 @@ function mcl_armor.damage_modifier(obj, hp_change, reason)
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toughness = toughness + minetest.get_item_group(itemname, "mcl_armor_toughness")
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mcl_util.use_item_durability(itemstack, uses)
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inventory:set_stack("armor", element.index, itemstack)
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inv:set_stack("armor", element.index, itemstack)
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end
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if not flags.bypasses_magic then
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@ -90,14 +90,10 @@ function mcl_armor.damage_modifier(obj, hp_change, reason)
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local thorns_item = thorns_pieces[math.random(#thorns_pieces)]
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mcl_util.use_item_durability(thorns_item.itemstack, 2)
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inventory:set_stack("armor", thorns_item.index, thorns_item.itemstack)
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inv:set_stack("armor", thorns_item.index, thorns_item.itemstack)
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end
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mcl_armor.update(obj)
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return -math.floor(damage + 0.5)
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end
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mcl_damage.register_modifier(function(player, hp_change, _, reason)
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return mcl_armor.damage_modifier(player, hp_change, reason)
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end)
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@ -140,4 +140,6 @@ minetest.register_on_joinplayer(function(player)
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end)
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end)
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mcl_damage.register_modifier(function(player, hp_change, _, reason)
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return mcl_armor.damage_modifier(player, hp_change, reason)
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end)
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