Correct self-collision for lingering/splash potions
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@ -151,9 +151,12 @@ function mcl_potions.register_lingering(name, descr, color, def)
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local dir = placer:get_look_dir();
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local pos = placer:getpos();
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minetest.sound_play("mcl_throwing_throw", {pos = pos, gain = 0.4, max_hear_distance = 16}, true)
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local obj = minetest.add_entity({x=pos.x+dir.x,y=pos.y+2+dir.y,z=pos.z+dir.z}, id.."_flying")
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obj:set_velocity({x=dir.x*velocity,y=dir.y*velocity,z=dir.z*velocity})
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obj:set_acceleration({x=dir.x*-3, y=-9.8, z=dir.z*-3})
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local obj = vl_projectile.create(id.."_flying",{
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pos = vector.offset(pos, dir.x, dir.y + 1.64, dir.z),
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owner = placer,
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dir = dir,
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velocity = velocity,
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})
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local ent = obj:get_luaentity()
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ent._thrower = placer:get_player_name()
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ent._potency = item:get_meta():get_int("mcl_potions:potion_potent")
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@ -212,6 +215,7 @@ function mcl_potions.register_lingering(name, descr, color, def)
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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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grace_distance = 3.34, -- 1.5 active region + 1.64 height offset + 0.1 safety
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on_collide_with_entity = on_collide,
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on_collide_with_solid = function(self, pos, node)
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if mod_target and node.name == "mcl_target:target_off" then
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@ -46,9 +46,12 @@ function mcl_potions.register_splash(name, descr, color, def)
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local dir = placer:get_look_dir();
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local pos = placer:get_pos();
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minetest.sound_play("mcl_throwing_throw", {pos = pos, gain = 0.4, max_hear_distance = 16}, true)
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local obj = minetest.add_entity({x=pos.x+dir.x,y=pos.y+2+dir.y,z=pos.z+dir.z}, id.."_flying")
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obj:set_velocity({x=dir.x*velocity,y=dir.y*velocity,z=dir.z*velocity})
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obj:set_acceleration({x=dir.x*-3, y=-9.8, z=dir.z*-3})
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local obj = vl_projectile.create(id.."_flying",{
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pos = vector.offset(pos, dir.x, dir.y + 1.64, dir.z),
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owner = placer,
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dir = dir,
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velocity = velocity,
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})
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local ent = obj:get_luaentity()
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ent._thrower = placer:get_player_name()
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ent._potency = item:get_meta():get_int("mcl_potions:potion_potent")
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@ -180,6 +183,7 @@ function mcl_potions.register_splash(name, descr, color, def)
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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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grace_distance = 3.34, -- 1.5 active region + 1.64 height offset + 0.1 safety
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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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