make fire charges activate target (+ fix possible crash)
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096d46152e
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b51e322304
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@ -5,6 +5,8 @@
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local S = minetest.get_translator("mobs_mc")
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local mod_target = minetest.get_modpath("mcl_target")
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--###################
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--################### BLAZE
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--###################
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@ -178,17 +180,19 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
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-- Node hit, make fire
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hit_node = function(self, pos, node)
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if node.name == "air" then
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minetest.set_node(pos_above, {name=mobs_mc.items.fire})
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if node == "air" then
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minetest.set_node(pos, {name = mobs_mc.items.fire})
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else
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local v = self.object:get_velocity()
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v = vector.normalize(v)
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if self._shot_from_dispenser and mod_target and node == "mcl_target:target_off" then
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mcl_target.hit(vector.round(pos), 0.4) --4 redstone ticks
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end
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local v = vector.normalize(self.object:get_velocity())
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local crashpos = vector.subtract(pos, v)
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local crashnode = minetest.get_node(crashpos)
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-- Set fire if node is air, or a replacable flammable node (e.g. a plant)
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if crashnode.name == "air" or
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(minetest.registered_nodes[crashnode.name].buildable_to and minetest.get_item_group(crashnode.name, "flammable") >= 1) then
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minetest.set_node(crashpos, {name=mobs_mc.items.fire})
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minetest.set_node(crashpos, {name = mobs_mc.items.fire})
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end
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end
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end
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