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Fix another logic fail in arrow mob detect code

This commit is contained in:
Wuzzy 2018-05-27 10:33:49 +02:00
parent 6f24a44e53
commit fc94f50e6a
1 changed files with 1 additions and 1 deletions

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@ -148,7 +148,6 @@ ARROW_ENTITY.on_step = function(self, dtime)
local objs = minetest.get_objects_inside_radius(pos, 3) local objs = minetest.get_objects_inside_radius(pos, 3)
local closest_object local closest_object
local closest_distance local closest_distance
local ok = false
if self._deflection_cooloff > 0 then if self._deflection_cooloff > 0 then
self._deflection_cooloff = self._deflection_cooloff - dtime self._deflection_cooloff = self._deflection_cooloff - dtime
@ -156,6 +155,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
-- 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 for k, obj in pairs(objs) do
local ok = false
-- Arrows can only damage players and mobs -- Arrows can only damage players and mobs
if obj ~= self._shooter and obj:is_player() then if obj ~= self._shooter and obj:is_player() then
ok = true ok = true