Make arrows damage players, update API documentation, fix several crashes that occurred when arrows hit a player
This commit is contained in:
parent
9990c7937d
commit
63748cd03f
|
@ -15,20 +15,6 @@ local STUCK_RECHECK_TIME = 5
|
|||
|
||||
local YAW_OFFSET = -math.pi/2
|
||||
|
||||
local function random_arrow_positions(positions, placement)
|
||||
if positions == "x" then
|
||||
return math.random(-4, 4)
|
||||
elseif positions == "y" then
|
||||
return math.random(0, 10)
|
||||
end
|
||||
if placement == "front" and positions == "z" then
|
||||
return 3
|
||||
elseif placement == "back" and positions == "z" then
|
||||
return -3
|
||||
end
|
||||
return 0
|
||||
end
|
||||
|
||||
local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
|
||||
local mod_button = minetest.get_modpath("mesecons_button")
|
||||
|
||||
|
@ -143,6 +129,7 @@ local arrow_entity = {
|
|||
_vl_projectile = {
|
||||
survive_collision = true,
|
||||
sticks_in_players = true,
|
||||
damages_players = true,
|
||||
damage_groups = function(self)
|
||||
return { fleshy = self._damage }
|
||||
end,
|
||||
|
|
|
@ -14,6 +14,7 @@ Arguments:
|
|||
* `liquid_drag`: if true, apply drag from liquid nodes to the projectile
|
||||
* `survive_collision`: if this field is `false` or `nil`, the projectile will be removed after a collision.
|
||||
* `sticks_in_players`: if true, the projectile will stick into players after colliding with them.
|
||||
* `damages_players`: if true, the projectile will deal damage to players.
|
||||
* `damage_groups`: damage group information to use for `punch()`. May be a function of type `function(projectile, entity_def, projectile_def, obj)`
|
||||
that returns dynamic damange group information.
|
||||
* `allow_punching`: will the projectile punch entities it collides with. May be a function of type `function(projectile, entity_def, projectile_def, obj)`.
|
||||
|
|
|
@ -102,6 +102,20 @@ local function damage_particles(pos, is_critical)
|
|||
})
|
||||
end
|
||||
end
|
||||
local function random_arrow_positions(positions, placement)
|
||||
if positions == "x" then
|
||||
return math.random(-4, 4)
|
||||
elseif positions == "y" then
|
||||
return math.random(0, 10)
|
||||
end
|
||||
if placement == "front" and positions == "z" then
|
||||
return 3
|
||||
elseif placement == "back" and positions == "z" then
|
||||
return -3
|
||||
end
|
||||
return 0
|
||||
end
|
||||
|
||||
local function random_hit_positions(positions, placement)
|
||||
if positions == "x" then
|
||||
return math.random(-4, 4)
|
||||
|
@ -144,7 +158,7 @@ local function handle_player_sticking(self, entity_def, projectile_def, entity)
|
|||
end)
|
||||
|
||||
-- Handle blocking projectiles
|
||||
if mcl_shields.is_blocking(obj) then
|
||||
if mcl_shields.is_blocking(entity) then
|
||||
self._blocked = true
|
||||
self.object:set_velocity(vector.multiply(self.object:get_velocity(), -0.25))
|
||||
return
|
||||
|
@ -175,7 +189,7 @@ local function handle_player_sticking(self, entity_def, projectile_def, entity)
|
|||
self._z_rotation = math.random(-30, 30)
|
||||
self._y_rotation = math.random( -30, 30)
|
||||
self.object:set_attach(
|
||||
obj, self._attach_parent,
|
||||
entity, self._attach_parent,
|
||||
vector.new(self._x_position, self._y_position, random_arrow_positions("z", placement)),
|
||||
vector.new(0, self._rotation_station + self._y_rotation, self._z_rotation)
|
||||
)
|
||||
|
@ -262,7 +276,7 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
|
|||
-- Apply damage
|
||||
-- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier
|
||||
local do_damage = false
|
||||
if object:is_player() and projectile_def.hits_players and self_vl_projectile.owner ~= hit:get_player_name() then
|
||||
if object:is_player() and projectile_def.damanges_players and self_vl_projectile.owner ~= object:get_player_name() then
|
||||
do_damage = true
|
||||
|
||||
handle_player_sticking(self, entity_def, projectile_def, object)
|
||||
|
|
Loading…
Reference in New Issue