Improve shield block code and unhardcode offhand group
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@ -168,7 +168,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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groups = {weapon=1,weapon_ranged=1,bow=1,enchantability=1},
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groups = {weapon=1,weapon_ranged=1,bow=1,cannot_block=1,enchantability=1},
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_mcl_uses = 385,
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})
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@ -216,7 +216,7 @@ for level=0, 2 do
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wield_scale = mcl_vars.tool_wield_scale,
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stack_max = 1,
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range = 0, -- Pointing range to 0 to prevent punching with bow :D
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, enchantability=1},
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, cannot_block=1, enchantability=1},
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-- Trick to disable digging as well
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on_use = function() return end,
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on_drop = function(itemstack, dropper, pos)
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@ -158,7 +158,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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groups = {weapon=1,weapon_ranged=1,crossbow=1,enchantability=1},
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groups = {weapon=1,weapon_ranged=1,crossbow=1,cannot_block=1,enchantability=1},
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_mcl_uses = 326,
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})
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@ -193,7 +193,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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groups = {weapon=1,weapon_ranged=1,crossbow=1,enchantability=1,not_in_creative_inventory=1},
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groups = {weapon=1,weapon_ranged=1,crossbow=1,cannot_block=1,enchantability=1,not_in_creative_inventory=1},
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_mcl_uses = 326,
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})
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@ -238,7 +238,7 @@ for level=0, 2 do
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wield_scale = mcl_vars.tool_wield_scale,
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stack_max = 1,
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range = 0, -- Pointing range to 0 to prevent punching with bow :D
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, enchantability=1},
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1, cannot_block=1, bow=1, enchantability=1},
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-- Trick to disable digging as well
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on_use = function() return end,
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on_drop = function(itemstack, dropper, pos)
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@ -270,7 +270,7 @@ local function remove_shield_entity(player, i)
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end
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local function is_rmb_conflicting_node(nodename)
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nodedef = minetest.registered_nodes[nodename] or {}
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local nodedef = minetest.registered_nodes[nodename] or {}
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return nodedef.on_rightclick
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end
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@ -282,11 +282,22 @@ local function handle_blocking(player)
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return
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end
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local pointed_thing = mcl_util.get_pointed_thing(player, true)
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local wielded_stack = player:get_wielded_item()
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local shield_in_offhand = mcl_shields.wielding_shield(player, 1)
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local shield_in_hand = mcl_shields.wielding_shield(player)
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local not_blocking = player_shield.blocking == 0
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local pos = player:get_pos()
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if pointed_thing and pointed_thing.type == "node" then
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local pointed_node = minetest.get_node(pointed_thing.under)
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if minetest.get_item_group(pointed_node.name, "container") > 1
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or is_rmb_conflicting_node(pointed_node.name)
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or wielded_stack:get_definition().type == "node" then
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return
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end
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end
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if shield_in_hand then
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if not_blocking then
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minetest.after(0.05, function()
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@ -299,27 +310,15 @@ local function handle_blocking(player)
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player_shield.blocking = 2
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end
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elseif shield_in_offhand then
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local pointed_thing = mcl_util.get_pointed_thing(player, true)
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local wielded_stack = player:get_wielded_item()
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local offhand_can_block = (minetest.get_item_group(wielded_item(player), "bow") ~= 1
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and minetest.get_item_group(wielded_item(player), "crossbow") ~= 1)
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if pointed_thing and pointed_thing.type == "node" then
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local pointed_node = minetest.get_node(pointed_thing.under)
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if minetest.get_item_group(pointed_node.name, "container") > 1
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or is_rmb_conflicting_node(pointed_node.name)
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or wielded_stack:get_definition().type == "node"
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then
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return
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end
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end
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local offhand_can_block = minetest.get_item_group(wielded_item(player), "cannot_block") ~= 1
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if not offhand_can_block then
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return
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end
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if not_blocking then
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minetest.after(0.05, function()
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if (not_blocking or not shield_in_hand) and shield_in_offhand and rmb and offhand_can_block then
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if (not_blocking or not shield_in_hand) and shield_in_offhand
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and rmb and offhand_can_block then
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player_shield.blocking = 1
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set_shield(player, true, 1)
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end
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