diff --git a/mods/ITEMS/mcl_bows/arrow.lua b/mods/ITEMS/mcl_bows/arrow.lua index 630c4fdc8..6dc2156e7 100644 --- a/mods/ITEMS/mcl_bows/arrow.lua +++ b/mods/ITEMS/mcl_bows/arrow.lua @@ -161,7 +161,7 @@ ARROW_ENTITY.on_step = function(self, dtime) local objects = minetest.get_objects_inside_radius(pos, 1) for _,obj in ipairs(objects) do if obj:is_player() then - if not minetest.is_creative_enabled(obj:get_player_name()) then + if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then if obj:get_inventory():room_for_item("main", "mcl_bows:arrow") then obj:get_inventory():add_item("main", "mcl_bows:arrow") minetest.sound_play("item_drop_pickup", { diff --git a/mods/ITEMS/mcl_bows/bow.lua b/mods/ITEMS/mcl_bows/bow.lua index 2eadd125a..16df703b6 100644 --- a/mods/ITEMS/mcl_bows/bow.lua +++ b/mods/ITEMS/mcl_bows/bow.lua @@ -33,7 +33,7 @@ local bow_load = {} -- Another player table, this one stores the wield index of the bow being charged local bow_index = {} -mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack) +mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable) local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity") if power == nil then power = BOW_MAX_SPEED --19 @@ -60,6 +60,7 @@ mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damag le._is_critical = is_critical le._startpos = pos le._knockback = knockback + le._collectable = collectable minetest.sound_play("mcl_bows_bow_shoot", {pos=pos, max_hear_distance=16}, true) if shooter ~= nil and shooter:is_player() then if obj:get_luaentity().player == "" then @@ -88,6 +89,7 @@ local player_shoot_arrow = function(itemstack, player, power, damage, is_critica local arrow_stack, arrow_stack_id = get_arrow(player) local arrow_itemstring local has_infinity_enchantment = mcl_enchanting.has_enchantment(player:get_wielded_item(), "infinity") + local infinity_used = false if minetest.is_creative_enabled(player:get_player_name()) then if arrow_stack then @@ -100,7 +102,9 @@ local player_shoot_arrow = function(itemstack, player, power, damage, is_critica return false end arrow_itemstring = arrow_stack:get_name() - if not has_infinity_enchantment or minetest.get_item_group(arrow_itemstring, "ammo_bow_regular") == 0 then + if has_infinity_enchantment and minetest.get_item_group(arrow_itemstring, "ammo_bow_regular") > 0 then + infinity_used = true + else arrow_stack:take_item() end local inv = player:get_inventory() @@ -113,7 +117,7 @@ local player_shoot_arrow = function(itemstack, player, power, damage, is_critica local dir = player:get_look_dir() local yaw = player:get_look_horizontal() - mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item()) + mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), not infinity_used) return true end