Stop minimum draw arrows from hitting player that shot them
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388e16eb5d
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@ -297,7 +297,7 @@ local arrow_entity = {
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end
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local pos = self.object:get_pos()
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if not self._start_pos or pos and vector.distance(self._start_pos, pos) > 1 then
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if not self._startpos or pos and vector.distance(self._startpos, pos) > 1.5 then
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self._allow_punch = true
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end
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@ -233,54 +233,55 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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end
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local function handle_entity_collision(self, entity_def, projectile_def, object)
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if DEBUG then
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minetest.log("handle_enity_collision("..dump({
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self = self,
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entity_def = entity_def,
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object = object,
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luaentity = object:get_luaentity(),
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})..")")
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end
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local pos = self.object:get_pos()
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local dir = vector.normalize(self.object:get_velocity())
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local self_vl_projectile = self._vl_projectile
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-- Allow punching
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-- Check if this is allowed
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local allow_punching = projectile_def.allow_punching or true
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if type(allow_punching) == "function" then
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allow_punching = allow_punching(self, entity_def, projectile_def, object)
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end
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if allow_punching then
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-- Get damage
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local dmg = projectile_def.damage_groups or 0
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if type(dmg) == "function" then
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dmg = dmg(self, entity_def, projectile_def, object)
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end
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if DEBUG then
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minetest.log("handle_enity_collision("..dump({
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self = self,
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allow_punching = allow_punching,
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entity_def = entity_def,
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object = object,
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luaentity = object:get_luaentity(),
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})..")")
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end
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local object_lua = object:get_luaentity()
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if not allow_punching then return end
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-- Get damage
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local dmg = projectile_def.damage_groups or 0
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if type(dmg) == "function" then
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dmg = dmg(self, entity_def, projectile_def, object)
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end
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-- Apply damage
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-- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier
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local do_damage = false
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if object:is_player() and projectile_def.damages_players then
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do_damage = true
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local object_lua = object:get_luaentity()
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handle_player_sticking(self, entity_def, projectile_def, object)
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elseif object_lua and (object_lua.is_mob or object_lua._hittable_by_projectile) then
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do_damage = true
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end
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-- Apply damage
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-- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier
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local do_damage = false
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if object:is_player() and projectile_def.damages_players then
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do_damage = true
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if do_damage then
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object:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
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handle_player_sticking(self, entity_def, projectile_def, object)
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elseif object_lua and (object_lua.is_mob or object_lua._hittable_by_projectile) then
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do_damage = true
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end
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-- Indicate damage
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damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical)
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if do_damage then
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object:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
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-- Light things on fire
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if mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(obj, 5)
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end
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-- Indicate damage
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damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical)
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-- Light things on fire
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if mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(obj, 5)
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end
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end
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