forked from VoxeLibre/VoxeLibre
Allow to shoot arrow anywhere in inventory
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db7a3e9f03
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@ -25,20 +25,33 @@ mcl_throwing.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter)
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end
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end
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local player_shoot_arrow = function(itemstack, player)
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local player_shoot_arrow = function(itemstack, player)
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for arrow_item, arrow_entity in pairs(arrows) do
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local inv = player:get_inventory()
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if player:get_inventory():get_stack("main", player:get_wield_index()+1):get_name() == arrow_item then
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local arrow_stack, arrow_itemstring, arrow_stack_id
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if not minetest.setting_getbool("creative_mode") then
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for i=1, inv:get_size("main") do
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player:get_inventory():remove_item("main", arrow_item)
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local it = inv:get_stack("main", i)
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end
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if not it:is_empty() and minetest.get_item_group(it:get_name(), "ammo_bow") ~= 0 then
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local playerpos = player:getpos()
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arrow_stack = it
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local dir = player:get_look_dir()
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arrow_itemstring = it:get_name()
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local yaw = player:get_look_horizontal()
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arrow_stack_id = i
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break
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mcl_throwing.shoot_arrow(arrow_item, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player)
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return true
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end
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end
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end
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end
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return false
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if not minetest.setting_getbool("creative_mode") then
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if not arrow_stack then
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return false
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end
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arrow_stack:take_item()
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inv:set_stack("main", arrow_stack_id, arrow_stack)
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end
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local playerpos = player:getpos()
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local dir = player:get_look_dir()
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local yaw = player:get_look_horizontal()
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if not arrow_itemstring then
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arrow_itemstring = "mcl_throwing:arrow"
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end
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mcl_throwing.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player)
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return true
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end
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end
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local powerup_function = function(nextbow)
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local powerup_function = function(nextbow)
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