fix critical hit displaying in the wrong place
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@ -198,7 +198,7 @@ function ARROW_ENTITY.on_step(self, dtime)
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end
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end
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local arrow_dir = self.object:get_velocity()
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local arrow_dir = self.object:get_velocity()
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local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.2)), true, false)
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local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false)
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for hitpoint in raycast do
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for hitpoint in raycast do
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if hitpoint.type == "object" then
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if hitpoint.type == "object" then
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local ok = false
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local ok = false
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@ -249,7 +249,7 @@ function ARROW_ENTITY.on_step(self, dtime)
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-- Punch target object but avoid hurting enderman.
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-- Punch target object but avoid hurting enderman.
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if not lua or lua.name ~= "mobs_mc:enderman" then
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if not lua or lua.name ~= "mobs_mc:enderman" then
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if not self._in_player then
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if not self._in_player then
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damage_particles(self.object:get_pos(), self._is_critical)
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damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical)
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end
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end
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if mcl_burning.is_burning(self.object) then
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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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mcl_burning.set_on_fire(obj, 5)
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