Delete 'mods/rangedweapons/laser_blaster.lua'
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minetest.register_craft({
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output = 'rangedweapons:e11',
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recipe = {
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{'default:steel_ingot', 'rangedweapons:gun_power_core', 'default:steel_ingot'},
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{'rangedweapons:gunsteel_ingot', 'rangedweapons:gunsteel_ingot', 'rangedweapons:gunsteel_ingot'},
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{'', 'default:mese_crystal_fragment', 'default:steel_ingot'},
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}
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})
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minetest.register_craftitem("rangedweapons:e11", {
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stack_max= 1,
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wield_scale = {x=1.15,y=1.15,z=1.15},
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description = "" ..core.colorize("#35cdff","Laser blaster\n") ..core.colorize("#FFFFFF", "Ranged damage: 12-18\n") ..core.colorize("#FFFFFF", "accuracy: 100%\n") ..core.colorize("#FFFFFF", "Mob knockback: 0\n") ..core.colorize("#FFFFFF", "Critical chance: 10%\n") ..core.colorize("#FFFFFF", "Critical damage: 28-40\n") ..core.colorize("#FFFFFF", "Power usage: 1\n") ..core.colorize("#FFFFFF", "Rate of fire: 0.35\n") ..core.colorize("#FFFFFF", "Gun type: power pistol\n") ..core.colorize("#FFFFFF", "Bullet velocity: 15"),
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range = 0,
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inventory_image = "e11.png",
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wield_image = "e11.png^[transformFX",
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})
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local timer = 0
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minetest.register_globalstep(function(dtime, player)
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timer = timer + dtime;
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if timer >= 0.35 then
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for _, player in pairs(minetest.get_connected_players()) do
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local inv = player:get_inventory()
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local controls = player:get_player_control()
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if controls.LMB then
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timer = 0
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local wielded_item = player:get_wielded_item():get_name()
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if wielded_item == "rangedweapons:e11" then
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if not inv:contains_item("main", "rangedweapons:power_particle") then
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minetest.sound_play("rangedweapons_empty", {object=player})
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else
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if wielded_item == "rangedweapons:e11" then
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inv:remove_item("main", "rangedweapons:power_particle")
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local pos = player:getpos()
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local dir = player:get_look_dir()
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local yaw = player:get_look_yaw()
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if pos and dir and yaw then
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pos.y = pos.y + 1.6
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local obj = minetest.add_entity(pos, "rangedweapons:e11_shot")
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if obj then
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minetest.sound_play("rangedweapons_laser", {object=obj})
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obj:setvelocity({x=dir.x * 15, y=dir.y * 15, z=dir.z * 15})
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obj:setacceleration({x=dir.x * math.random(0,0), y=math.random(0,0), z=dir.z * math.random(0,0)})
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obj:setyaw(yaw + math.pi)
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local ent = obj:get_luaentity()
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if ent then
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ent.player = ent.player or player
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end)
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local rangedweapons_e11_shot = {
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physical = false,
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timer = 0,
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visual = "sprite",
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visual_size = {x=0.3, y=0.3},
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textures = {"blaster_red.png"},
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lastpos= {},
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collisionbox = {0, 0, 0, 0, 0, 0},
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}
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rangedweapons_e11_shot.on_step = function(self, dtime, node, pos)
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self.timer = self.timer + dtime
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local tiem = 0.002
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local pos = self.object:getpos()
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local node = minetest.get_node(pos)
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if self.timer > 0.21 then
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local objs = minetest.get_objects_inside_radius({x = pos.x, y = pos.y, z = pos.z}, 1)
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for k, obj in pairs(objs) do
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if obj:get_luaentity() ~= nil then
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if obj:get_luaentity().name ~= "rangedweapons:e11_shot" and obj:get_luaentity().name ~= "__builtin:item" then
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if math.random(1, 100) <= 10 then
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local damage = math.random(28,40)
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obj:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups= {fleshy = damage, knockback=0},
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}, nil)
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minetest.sound_play("crit", {pos = self.lastpos, gain = 0.8})
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self.object:remove()
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else
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local damage = math.random(12,18)
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obj:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups= {fleshy = damage, knockback = 0},
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}, nil)
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minetest.sound_play("default_dig_cracky", {pos = self.lastpos, gain = 0.8})
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self.object:remove()
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end
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end
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else
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if math.random(1, 100) <= 10 then
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local damage = math.random(28,40)
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obj:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups= {fleshy = damage},
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}, nil)
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minetest.sound_play("crit", {pos = self.lastpos, gain = 0.8})
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self.object:remove()
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else
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local damage = math.random(12,18)
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obj:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups= {fleshy = damage},
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}, nil)
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minetest.sound_play("default_dig_cracky", {pos = self.lastpos, gain = 0.8})
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self.object:remove()
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end
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end
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if timer >= 0.002 + tiem then
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minetest.add_particle({
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pos = pos,
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velocity = 0,
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acceleration = {x=0, y=0, z=0},
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expirationtime = 0.2,
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size = 7,
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collisiondetection = false,
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vertical = false,
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texture = "blaster_red.png",
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glow = 30,
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})
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tiem = tiem + 0.002
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end
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if self.timer >= 4.0 then
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self.object:remove()
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end
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if self.lastpos.x ~= nil then
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if minetest.registered_nodes[node.name].walkable then
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if not minetest.setting_getbool("creative_mode") then
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end
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minetest.sound_play("default_dig_cracky", {pos = self.lastpos, gain = 0.8})
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if node.name == "rangedweapons:barrel" then
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minetest.get_node_timer(pos):start(0)
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end
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self.object:remove()
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end
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end
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self.lastpos= {x = pos.x, y = pos.y, z = pos.z}
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end
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end
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end
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minetest.register_entity("rangedweapons:e11_shot", rangedweapons_e11_shot )
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