fix tipped arrows and rocket

This commit is contained in:
epCode 2022-06-10 19:40:12 -07:00
parent 6c804f44d5
commit 6bc5e76b8f
2 changed files with 44 additions and 34 deletions

View File

@ -410,29 +410,34 @@ function ARROW_ENTITY.on_step(self, dtime)
end end
-- Iterate through all objects and remember the closest attackable object -- Iterate through all objects and remember the closest attackable object
for k, obj in pairs(objs) do local arrow_dir = self.object:get_velocity()
local ok = false --create a raycast from the arrow based on the velocity of the arrow to deal with lag
-- Arrows can only damage players and mobs local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false)
if obj:is_player() then for hitpoint in raycast do
ok = true if hitpoint.type == "object" then
elseif obj:get_luaentity() then -- find the closest object that is in the way of the arrow
if (obj:get_luaentity().is_mob or obj:get_luaentity()._hittable_by_projectile) then local ok = false
if hitpoint.ref:is_player() then
ok = true ok = true
elseif hitpoint.ref:get_luaentity() then
if (hitpoint.ref:get_luaentity().is_mob or hitpoint.ref:get_luaentity()._hittable_by_projectile) then
ok = true
end
end end
end if ok then
local dist = vector.distance(hitpoint.ref:get_pos(), pos)
if ok then if not closest_object or not closest_distance then
local dist = vector.distance(pos, obj:get_pos()) closest_object = hitpoint.ref
if not closest_object or not closest_distance then closest_distance = dist
closest_object = obj elseif dist < closest_distance then
closest_distance = dist closest_object = hitpoint.ref
elseif dist < closest_distance then closest_distance = dist
closest_object = obj end
closest_distance = dist
end end
end end
end end
-- If an attackable object was found, we will damage the closest one only -- If an attackable object was found, we will damage the closest one only
if closest_object then if closest_object then

View File

@ -210,29 +210,34 @@ function mcl_potions.register_arrow(name, desc, color, def)
end end
-- Iterate through all objects and remember the closest attackable object -- Iterate through all objects and remember the closest attackable object
for k, obj in pairs(objs) do local arrow_dir = self.object:get_velocity()
local ok = false --create a raycast from the arrow based on the velocity of the arrow to deal with lag
-- Arrows can only damage players and mobs local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false)
if obj ~= self._shooter and obj:is_player() then for hitpoint in raycast do
ok = true if hitpoint.type == "object" then
elseif obj:get_luaentity() then -- find the closest object that is in the way of the arrow
if obj ~= self._shooter and obj:get_luaentity().is_mob then local ok = false
if hitpoint.ref:is_player() then
ok = true ok = true
elseif hitpoint.ref:get_luaentity() then
if (hitpoint.ref:get_luaentity().is_mob or hitpoint.ref:get_luaentity()._hittable_by_projectile) then
ok = true
end
end end
end if ok then
local dist = vector.distance(hitpoint.ref:get_pos(), pos)
if ok then if not closest_object or not closest_distance then
local dist = vector.distance(pos, obj:get_pos()) closest_object = hitpoint.ref
if not closest_object or not closest_distance then closest_distance = dist
closest_object = obj elseif dist < closest_distance then
closest_distance = dist closest_object = hitpoint.ref
elseif dist < closest_distance then closest_distance = dist
closest_object = obj end
closest_distance = dist
end end
end end
end end
-- If an attackable object was found, we will damage the closest one only -- If an attackable object was found, we will damage the closest one only
if closest_object then if closest_object then
local obj = closest_object local obj = closest_object