forked from VoxeLibre/VoxeLibre
Make crossbows check for multishot enchantment
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@ -93,9 +93,17 @@ local player_shoot_arrow = function(itemstack, player, power, damage, is_critica
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local playerpos = player:get_pos()
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local playerpos = player:get_pos()
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local dir = player:get_look_dir()
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local dir = player:get_look_dir()
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local yaw = player:get_look_horizontal()
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local yaw = player:get_look_horizontal()
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local has_multishot_enchantment = mcl_enchanting.has_enchantment(player:get_wielded_item(), "multishot")
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minetest.sound_play("mcl_bows_crossbow_shoot", {pos=playerpos, max_hear_distance=16}, true)
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minetest.sound_play("mcl_bows_crossbow_shoot", {pos=playerpos, max_hear_distance=16}, true)
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if has_multishot_enchantment then
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for times_shot=0,2 do
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mcl_bows.shoot_arrow("mcl_bows:arrow", {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)
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mcl_bows.shoot_arrow("mcl_bows:arrow", {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)
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end
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else
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mcl_bows.shoot_arrow("mcl_bows:arrow", {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)
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end
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return true
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return true
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end
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end
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@ -244,6 +252,7 @@ controls.register_on_press(function(player, key)
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local speed, damage
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local speed, damage
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local p_load = bow_load[player:get_player_name()]
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local p_load = bow_load[player:get_player_name()]
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local charge
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local charge
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-- Type sanity check
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-- Type sanity check
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if type(p_load) == "number" then
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if type(p_load) == "number" then
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charge = minetest.get_us_time() - p_load
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charge = minetest.get_us_time() - p_load
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@ -255,7 +264,9 @@ controls.register_on_press(function(player, key)
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end
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end
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charge = 1000000
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charge = 1000000
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local charge_ratio = charge / BOW_CHARGE_TIME_FULL
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local charge_ratio
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charge_ratio = charge / BOW_CHARGE_TIME_FULL
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charge_ratio = math.max(math.min(charge_ratio, 1), 0)
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charge_ratio = math.max(math.min(charge_ratio, 1), 0)
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-- Calculate damage and speed
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-- Calculate damage and speed
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