Allow nil as puncher e.g. to do damage by tnt
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3e2efdf18a
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@ -673,8 +673,14 @@ int LuaEntitySAO::punch(v3f dir,
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{
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setHP(getHP() - result.damage);
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std::string punchername = "nil";
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if ( puncher != 0 )
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punchername = puncher->getDescription();
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actionstream<<getDescription()<<" punched by "
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<<puncher->getDescription()<<", damage "<<result.damage
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<<punchername<<", damage "<<result.damage
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<<" hp, health now "<<getHP()<<" hp"<<std::endl;
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{
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@ -1307,8 +1313,13 @@ int PlayerSAO::punch(v3f dir,
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HitParams hitparams = getHitParams(m_armor_groups, toolcap,
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time_from_last_punch);
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std::string punchername = "nil";
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if ( puncher != 0 )
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punchername = puncher->getDescription();
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actionstream<<"Player "<<m_player->getName()<<" punched by "
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<<puncher->getDescription()<<", damage "<<hitparams.hp
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<<punchername<<", damage "<<hitparams.hp
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<<" HP"<<std::endl;
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setHP(getHP() - hitparams.hp);
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@ -182,21 +182,30 @@ int ObjectRef::l_moveto(lua_State *L)
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int ObjectRef::l_punch(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *puncher_ref = checkobject(L, 2);
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ServerActiveObject *co = getobject(ref);
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ServerActiveObject *puncher = getobject(puncher_ref);
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if(co == NULL) return 0;
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if(puncher == NULL) return 0;
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v3f dir;
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if(lua_type(L, 5) != LUA_TTABLE)
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ServerActiveObject *puncher = 0;
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v3f dir(0,0,0);
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if (!lua_isnil(L,2)) {
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ObjectRef *puncher_ref = checkobject(L, 2);
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puncher = getobject(puncher_ref);
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if(puncher == NULL) return 0;
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dir = co->getBasePosition() - puncher->getBasePosition();
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else
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dir = read_v3f(L, 5);
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}
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float time_from_last_punch = 1000000;
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if(lua_isnumber(L, 3))
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time_from_last_punch = lua_tonumber(L, 3);
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ToolCapabilities toolcap = read_tool_capabilities(L, 4);
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if(lua_type(L, 5) == LUA_TTABLE)
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dir = read_v3f(L, 5);
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dir.normalize();
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// Do it
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co->punch(dir, &toolcap, puncher, time_from_last_punch);
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return 0;
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