forked from VoxeLibre/VoxeLibre
[mcl_bows] fix warnings
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fdfb586b16
commit
b7bf566190
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@ -1,29 +1,32 @@
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local S = minetest.get_translator("mcl_bows")
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local math = math
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local vector = vector
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-- Time in seconds after which a stuck arrow is deleted
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local ARROW_TIMEOUT = 60
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-- Time after which stuck arrow is rechecked for being stuck
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local STUCK_RECHECK_TIME = 5
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local GRAVITY = 9.81
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--local GRAVITY = 9.81
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local YAW_OFFSET = -math.pi/2
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local dir_to_pitch = function(dir)
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local dir2 = vector.normalize(dir)
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local function dir_to_pitch(dir)
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--local dir2 = vector.normalize(dir)
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local xz = math.abs(dir.x) + math.abs(dir.z)
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return -math.atan2(-dir.y, xz)
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end
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local random_arrow_positions = function(positions, placement)
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if positions == 'x' then
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local function random_arrow_positions(positions, placement)
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if positions == "x" then
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return math.random(-4, 4)
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elseif positions == 'y' then
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elseif positions == "y" then
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return math.random(0, 10)
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end
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if placement == 'front' and positions == 'z' then
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if placement == "front" and positions == "z" then
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return 3
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elseif placement == 'back' and positions == 'z' then
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elseif placement == "back" and positions == "z" then
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return -3
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end
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return 0
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@ -257,12 +260,12 @@ ARROW_ENTITY.on_step = function(self, dtime)
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damage_groups={fleshy=self._damage},
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}, self.object:get_velocity())
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if obj:is_player() then
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local placement = ''
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local placement
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self._placement = math.random(1, 2)
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if self._placement == 1 then
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placement = 'front'
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placement = "front"
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else
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placement = 'back'
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placement = "back"
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end
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self._in_player = true
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if self._placement == 2 then
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@ -393,7 +396,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
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if not v then
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v = 0
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end
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local old_v = self._viscosity
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--local old_v = self._viscosity
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self._viscosity = v
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local vpenalty = math.max(0.1, 0.98 - 0.1 * v)
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if math.abs(vel.x) > 0.001 then
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@ -228,11 +228,10 @@ end
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controls.register_on_release(function(player, key, time)
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if key~="RMB" then return end
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local inv = minetest.get_inventory({type="player", name=player:get_player_name()})
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--local inv = minetest.get_inventory({type="player", name=player:get_player_name()})
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local wielditem = player:get_wielded_item()
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if (wielditem:get_name()=="mcl_bows:bow_0" or wielditem:get_name()=="mcl_bows:bow_1" or wielditem:get_name()=="mcl_bows:bow_2" or
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wielditem:get_name()=="mcl_bows:bow_0_enchanted" or wielditem:get_name()=="mcl_bows:bow_1_enchanted" or wielditem:get_name()=="mcl_bows:bow_2_enchanted") then
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local has_shot = false
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local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name())
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local speed, damage
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@ -272,7 +271,7 @@ controls.register_on_release(function(player, key, time)
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damage = math.max(1, math.floor(9 * charge_ratio))
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end
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has_shot = player_shoot_arrow(wielditem, player, speed, damage, is_critical)
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local has_shot = player_shoot_arrow(wielditem, player, speed, damage, is_critical)
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if enchanted then
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wielditem:set_name("mcl_bows:bow_enchanted")
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@ -299,7 +298,7 @@ controls.register_on_hold(function(player, key, time)
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if key ~= "RMB" or not (creative or get_arrow(player)) then
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return
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end
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local inv = minetest.get_inventory({type="player", name=name})
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--local inv = minetest.get_inventory({type="player", name=name})
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local wielditem = player:get_wielded_item()
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if bow_load[name] == nil and (wielditem:get_name()=="mcl_bows:bow" or wielditem:get_name()=="mcl_bows:bow_enchanted") and wielditem:get_meta():get("active") and (creative or get_arrow(player)) then
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local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name())
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@ -346,7 +345,7 @@ minetest.register_globalstep(function(dtime)
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local name = player:get_player_name()
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local wielditem = player:get_wielded_item()
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local wieldindex = player:get_wield_index()
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local controls = player:get_player_control()
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--local controls = player:get_player_control()
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if type(bow_load[name]) == "number" and ((wielditem:get_name()~="mcl_bows:bow_0" and wielditem:get_name()~="mcl_bows:bow_1" and wielditem:get_name()~="mcl_bows:bow_2" and wielditem:get_name()~="mcl_bows:bow_0_enchanted" and wielditem:get_name()~="mcl_bows:bow_1_enchanted" and wielditem:get_name()~="mcl_bows:bow_2_enchanted") or wieldindex ~= bow_index[name]) then
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reset_bow_state(player, true)
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end
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