Let arrows stick in players

This commit is contained in:
teknomunk 2024-11-15 19:31:30 -06:00
parent 2fec9696b6
commit 6a1b8d0f09
2 changed files with 13 additions and 6 deletions

View File

@ -138,8 +138,10 @@ local arrow_entity = {
-- Because arrows are flagged to survive collisions to allow sticking into blocks, manually remove it now that it
-- has collided with an entity
if not is_player then
mcl_util.remove_entity(self)
end
end
},
-- Force recheck of stuck arrows when punched.

View File

@ -289,14 +289,17 @@ local function stuck_on_step(self, dtime, entity_def, projectile_def)
end
end
-- Don't allow players to pick up arrows stuck in them or other players
if self._in_player then return true end
-- Pickup arrow if player is nearby (not in Creative Mode)
local objects = minetest.get_objects_inside_radius(pos, 1)
for i = 1,#objects do
obj = objects[i]
if obj:is_player() then
if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then
local player_name = obj:get_player_name()
if self._collectable and not minetest.is_creative_enabled(player_name) then
local arrow_item = self._itemstring or self._arrow_item
minetest.log("Trying to pick up "..tostring(arrow_item))
if arrow_item and minetest.registered_items[arrow_item] and obj:get_inventory():room_for_item("main", arrow_item) then
obj:get_inventory():add_item("main", arrow_item)
@ -467,6 +470,9 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
local object_lua = object:get_luaentity()
-- Normally objects should be removed on collision with entities
local survive_collision = projectile_def.survive_collision
-- Apply damage
-- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier
local do_damage = false
@ -474,6 +480,7 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
do_damage = true
handle_player_sticking(self, entity_def, projectile_def, object)
survive_collision = true
elseif object_lua and (object_lua.is_mob or object_lua._hittable_by_projectile) then
do_damage = true
end
@ -519,13 +526,11 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
minetest.sound_play(sound[1], arg2, sound[3])
end
-- Normally objects should be removed on collision with entities
local survive_collision = projectile_def.survive_collision
-- Remove the projectile if it didn't survive
if type(survive_collision) == "function" then
survive_collision = survive_collision(self, entity_def, projectile_def, "entity", object)
end
if not survive_collision then
minetest.log("removing projectile that collided with entity")
mcl_util.remove_entity(self)
end