forked from VoxeLibre/VoxeLibre
master #5
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@ -251,7 +251,9 @@ ARROW_ENTITY.on_step = function(self, dtime)
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armor.last_damage_types[obj:get_player_name()] = "projectile"
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armor.last_damage_types[obj:get_player_name()] = "projectile"
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end
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end
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damage_particles(self.object:get_pos(), self._is_critical)
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damage_particles(self.object:get_pos(), self._is_critical)
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if mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(obj, 4)
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mcl_burning.set_on_fire(obj, 4)
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end
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obj:punch(self.object, 1.0, {
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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damage_groups={fleshy=self._damage},
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