forked from VoxeLibre/VoxeLibre
merge beacon-branch into fork beacon branch #7
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@ -410,29 +410,34 @@ function ARROW_ENTITY.on_step(self, dtime)
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end
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end
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-- Iterate through all objects and remember the closest attackable object
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-- Iterate through all objects and remember the closest attackable object
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for k, obj in pairs(objs) do
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local arrow_dir = self.object:get_velocity()
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local ok = false
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--create a raycast from the arrow based on the velocity of the arrow to deal with lag
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-- Arrows can only damage players and mobs
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local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false)
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if obj:is_player() then
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for hitpoint in raycast do
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ok = true
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if hitpoint.type == "object" then
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elseif obj:get_luaentity() then
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-- find the closest object that is in the way of the arrow
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if (obj:get_luaentity().is_mob or obj:get_luaentity()._hittable_by_projectile) then
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local ok = false
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if hitpoint.ref:is_player() then
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ok = true
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ok = true
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elseif hitpoint.ref:get_luaentity() then
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if (hitpoint.ref:get_luaentity().is_mob or hitpoint.ref:get_luaentity()._hittable_by_projectile) then
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ok = 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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if ok then
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local dist = vector.distance(hitpoint.ref:get_pos(), pos)
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if ok then
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if not closest_object or not closest_distance then
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local dist = vector.distance(pos, obj:get_pos())
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closest_object = hitpoint.ref
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if not closest_object or not closest_distance then
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closest_distance = dist
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closest_object = obj
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elseif dist < closest_distance then
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closest_distance = dist
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closest_object = hitpoint.ref
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elseif dist < closest_distance then
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closest_distance = dist
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closest_object = obj
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end
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closest_distance = dist
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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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-- If an attackable object was found, we will damage the closest one only
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-- If an attackable object was found, we will damage the closest one only
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if closest_object then
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if closest_object then
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@ -210,29 +210,34 @@ function mcl_potions.register_arrow(name, desc, color, def)
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end
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end
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-- Iterate through all objects and remember the closest attackable object
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-- Iterate through all objects and remember the closest attackable object
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for k, obj in pairs(objs) do
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local arrow_dir = self.object:get_velocity()
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local ok = false
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--create a raycast from the arrow based on the velocity of the arrow to deal with lag
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-- Arrows can only damage players and mobs
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local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false)
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if obj ~= self._shooter and obj:is_player() then
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for hitpoint in raycast do
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ok = true
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if hitpoint.type == "object" then
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elseif obj:get_luaentity() then
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-- find the closest object that is in the way of the arrow
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if obj ~= self._shooter and obj:get_luaentity().is_mob then
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local ok = false
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if hitpoint.ref:is_player() then
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ok = true
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ok = true
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elseif hitpoint.ref:get_luaentity() then
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if (hitpoint.ref:get_luaentity().is_mob or hitpoint.ref:get_luaentity()._hittable_by_projectile) then
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ok = 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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if ok then
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local dist = vector.distance(hitpoint.ref:get_pos(), pos)
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if ok then
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if not closest_object or not closest_distance then
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local dist = vector.distance(pos, obj:get_pos())
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closest_object = hitpoint.ref
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if not closest_object or not closest_distance then
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closest_distance = dist
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closest_object = obj
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elseif dist < closest_distance then
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closest_distance = dist
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closest_object = hitpoint.ref
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elseif dist < closest_distance then
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closest_distance = dist
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closest_object = obj
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end
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closest_distance = dist
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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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||||||
-- If an attackable object was found, we will damage the closest one only
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-- If an attackable object was found, we will damage the closest one only
|
||||||
if closest_object then
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if closest_object then
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local obj = closest_object
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local obj = closest_object
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||||||
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