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Deal anvil falling damage more reliably

This commit is contained in:
Wuzzy 2018-02-05 19:20:14 +01:00
parent e4a1134d4f
commit 32561ec658
1 changed files with 8 additions and 4 deletions

View File

@ -1,7 +1,10 @@
local dmes = minetest.get_modpath("mcl_death_messages") ~= nil local dmes = minetest.get_modpath("mcl_death_messages") ~= nil
local hung = minetest.get_modpath("mcl_hunger") ~= nil local hung = minetest.get_modpath("mcl_hunger") ~= nil
local on_damage_step = function(self, dtime) local deal_falling_damage = function(self, dtime)
if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
return
end
-- Cause damage to any player it hits. -- Cause damage to any player it hits.
-- Algorithm based on MC anvils. -- Algorithm based on MC anvils.
-- TODO: Support smashing other objects, too. -- TODO: Support smashing other objects, too.
@ -164,6 +167,7 @@ minetest.register_entity(":__builtin:falling_node", {
addlevel = bcd.leveled addlevel = bcd.leveled
end end
if minetest.add_node_level(bcp, addlevel) == 0 then if minetest.add_node_level(bcp, addlevel) == 0 then
deal_falling_damage(self, dtime)
self.object:remove() self.object:remove()
return return
end end
@ -198,6 +202,7 @@ minetest.register_entity(":__builtin:falling_node", {
minetest.add_item(np, dropped_item) minetest.add_item(np, dropped_item)
end end
end end
deal_falling_damage(self, dtime)
self.object:remove() self.object:remove()
minetest.check_for_falling(np) minetest.check_for_falling(np)
return return
@ -218,6 +223,7 @@ minetest.register_entity(":__builtin:falling_node", {
local npos3 = table.copy(npos) local npos3 = table.copy(npos)
npos3.y = npos3.y - 1 npos3.y = npos3.y - 1
minetest.add_node(npos3, self.node) minetest.add_node(npos3, self.node)
deal_falling_damage(self, dtime)
self.object:remove() self.object:remove()
minetest.check_for_falling(npos3) minetest.check_for_falling(npos3)
return return
@ -227,8 +233,6 @@ minetest.register_entity(":__builtin:falling_node", {
end end
end end
if minetest.get_item_group(self.node.name, "falling_node_damage") ~= 0 then deal_falling_damage(self, dtime)
on_damage_step(self, dtime)
end
end end
}) })