forked from Mineclonia/Mineclonia
Correct issues with splash potions disappearing immediately when thrown.
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b8256cd447
commit
454a9c231e
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@ -11,7 +11,7 @@ local function register_splash(name, descr, color, def)
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minetest.register_craftitem(id, {
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minetest.register_craftitem(id, {
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description = descr,
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description = descr,
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inventory_image = splash_image(color),
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inventory_image = splash_image(color),
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on_use = function(itemstack, placer, pointed_thing)
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on_use = function(item, placer, pointed_thing)
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--weapons_shot(itemstack, placer, pointed_thing, def.velocity, name)
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--weapons_shot(itemstack, placer, pointed_thing, def.velocity, name)
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local velocity = 10
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local velocity = 10
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local dir = placer:get_look_dir();
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local dir = placer:get_look_dir();
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@ -19,8 +19,8 @@ local function register_splash(name, descr, color, def)
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local obj = minetest.env:add_entity({x=pos.x+dir.x,y=pos.y+2+dir.y,z=pos.z+dir.z}, id.."_flying")
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local obj = minetest.env:add_entity({x=pos.x+dir.x,y=pos.y+2+dir.y,z=pos.z+dir.z}, id.."_flying")
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obj:setvelocity({x=dir.x*velocity,y=dir.y*velocity,z=dir.z*velocity})
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obj:setvelocity({x=dir.x*velocity,y=dir.y*velocity,z=dir.z*velocity})
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obj:setacceleration({x=0, y=-9.8, z=0})
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obj:setacceleration({x=0, y=-9.8, z=0})
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itemstack:take_item()
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item:take_item()
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return itemstack
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return item
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end,
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end,
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stack_max = 1,
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stack_max = 1,
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})
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})
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@ -31,7 +31,7 @@ local function register_splash(name, descr, color, def)
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textures = {splash_image(color)},
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textures = {splash_image(color)},
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hp_max = 1,
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hp_max = 1,
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visual_size = {x=w/2,y=w/2},
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visual_size = {x=w/2,y=w/2},
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collisionbox = {-w,-w,-w,w,w,w},
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collisionbox = {0,0,0,0,0,0},
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on_step = function(self, dtime)
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on_step = function(self, dtime)
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local pos = self.object:getpos()
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local pos = self.object:getpos()
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local node = minetest.get_node(pos)
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local node = minetest.get_node(pos)
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@ -65,10 +65,10 @@ local function register_splash(name, descr, color, def)
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pos2 = obj:get_pos()
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pos2 = obj:get_pos()
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local rad = math.floor(math.sqrt((pos2.x-pos.x)^2 + (pos2.y-pos.y)^2 + (pos2.z-pos.z)^2))
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local rad = math.floor(math.sqrt((pos2.x-pos.x)^2 + (pos2.y-pos.y)^2 + (pos2.z-pos.z)^2))
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if rad > 0 then def.potion_fun(obj, redux_map[rad]) else def.potion_fun(obj, 1) end
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if rad > 0 then def.potion_fun(obj, redux_map[rad]) else def.potion_fun(obj, 1) end
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print(obj:get_player_name().." "..math.floor(rad))
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end
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end
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end
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end
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end
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end
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end,
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end,
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})
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})
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