forked from VoxeLibre/VoxeLibre
Make players able to shoot themselves
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5df668f6af
commit
6b1ce182d3
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@ -116,6 +116,8 @@ end
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ARROW_ENTITY.on_step = function(self, dtime)
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ARROW_ENTITY.on_step = function(self, dtime)
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mcl_burning.tick(self.object, dtime)
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mcl_burning.tick(self.object, dtime)
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self._time_in_air = self._time_in_air + .001
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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local dpos = table.copy(pos) -- digital pos
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local dpos = table.copy(pos) -- digital pos
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dpos = vector.round(dpos)
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dpos = vector.round(dpos)
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@ -125,9 +127,11 @@ ARROW_ENTITY.on_step = function(self, dtime)
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self.object:remove()
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self.object:remove()
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end
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end
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if self.object:get_attach() and not self.object:get_attach(parent) then
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minetest.register_on_leaveplayer(function(player)
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if self.object:get_attach(parent) == player then
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self.object:remove()
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self.object:remove()
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end
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end
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end)
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if self._stuck then
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if self._stuck then
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self._stucktimer = self._stucktimer + dtime
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self._stucktimer = self._stucktimer + dtime
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@ -208,10 +212,10 @@ ARROW_ENTITY.on_step = function(self, dtime)
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for k, obj in pairs(objs) do
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for k, obj in pairs(objs) do
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local ok = false
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local ok = false
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-- Arrows can only damage players and mobs
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-- Arrows can only damage players and mobs
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if obj ~= self._shooter and obj:is_player() then
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if obj:is_player() then
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ok = true
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ok = true
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elseif obj:get_luaentity() ~= nil then
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elseif obj:get_luaentity() ~= nil then
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if obj ~= self._shooter and (obj:get_luaentity()._cmi_is_mob or obj:get_luaentity()._hittable_by_projectile) then
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if (obj:get_luaentity()._cmi_is_mob or obj:get_luaentity()._hittable_by_projectile) then
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ok = true
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ok = true
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end
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end
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end
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end
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@ -229,11 +233,12 @@ ARROW_ENTITY.on_step = function(self, dtime)
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end
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end
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-- If an attackable object was found, we will damage the closest one only
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-- If an attackable object was found, we will damage the closest one only
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if closest_object ~= nil then
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if closest_object ~= nil then
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local obj = closest_object
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local obj = closest_object
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local is_player = obj:is_player()
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local is_player = obj:is_player()
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local lua = obj:get_luaentity()
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local lua = obj:get_luaentity()
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if obj ~= self._shooter and (is_player or (lua and (lua._cmi_is_mob or lua._hittable_by_projectile))) then
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if obj == self._shooter and self._time_in_air > 1.02 or obj ~= self._shooter and (is_player or (lua and (lua._cmi_is_mob or lua._hittable_by_projectile))) then
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if obj:get_hp() > 0 then
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if obj:get_hp() > 0 then
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-- Check if there is no solid node between arrow and object
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-- Check if there is no solid node between arrow and object
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local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true)
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local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true)
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@ -462,6 +467,7 @@ ARROW_ENTITY.get_staticdata = function(self)
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end
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end
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ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
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ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
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self._time_in_air = 1.0
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self._in_player = false
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self._in_player = false
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local data = minetest.deserialize(staticdata)
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local data = minetest.deserialize(staticdata)
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if data then
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if data then
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