Remove unused code in mcl_throwing
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@ -1,8 +1,5 @@
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mcl_throwing = {}
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dofile(minetest.get_modpath("mcl_throwing").."/arrow.lua")
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dofile(minetest.get_modpath("mcl_throwing").."/throwable.lua")
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local arrows = {
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["mcl_throwing:arrow"] = "mcl_throwing:arrow_entity",
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}
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@ -75,28 +72,6 @@ local player_shoot_arrow = function(itemstack, player, power, damage)
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return true
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end
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local powerup_function = function(nextbow)
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return function(itemstack, placer, pointed_thing)
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-- Use pointed node's on_rightclick function first, if present
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if pointed_thing.type == "node" then
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local node = minetest.get_node(pointed_thing.under)
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if placer and not placer:get_player_control().sneak then
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if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
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return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
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end
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end
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end
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-- Check for arrow or Creative Mode
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if minetest.settings:get_bool("creative_mode") or get_arrow(placer) ~= nil then
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local wear = itemstack:get_wear()
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itemstack:replace(nextbow)
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itemstack:set_wear(wear)
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end
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return itemstack
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end
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end
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minetest.register_tool("mcl_throwing:bow", {
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description = "Bow",
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_doc_items_longdesc = "Bows are ranged weapons to shoot arrows at your foes.",
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@ -203,10 +178,6 @@ end)
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minetest.register_globalstep(function(dtime)
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for _, player in pairs(minetest.get_connected_players()) do
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local wielditem = player:get_wielded_item()
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--if wielditem:get_name()=="bow:bow_dropped" then
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-- wielditem:set_name("bow:bow")
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-- player:set_wielded_item(wielditem)
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--end
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local controls = player:get_player_control()
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local inv = minetest.get_inventory({type="player", name = player:get_player_name()})
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if bow_load[player:get_player_name()] and (wielditem:get_name()~="mcl_throwing:bow_0" and wielditem:get_name()~="mcl_throwing:bow_1" and wielditem:get_name()~="mcl_throwing:bow_2") then
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