Make arrows stick into players.
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6645c4cb30
commit
33c589369f
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@ -15,6 +15,26 @@ local dir_to_pitch = function(dir)
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return -math.atan2(-dir.y, xz)
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return -math.atan2(-dir.y, xz)
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end
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end
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local random_arrow_positions = function(positions, placement)
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local min = 0
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local max = 0
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if positions == 'x' then
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min = -4
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max = 4
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elseif positions == 'y' then
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min = 0
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max = 10
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end
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if placement == 'front' and positions == 'z' then
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min = 3
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max = 3
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elseif placement == 'back' and positions == 'z' then
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min = -3
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max = -3
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end
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return math.random(max, min)
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end
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local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
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local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
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local mod_button = minetest.get_modpath("mesecons_button")
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local mod_button = minetest.get_modpath("mesecons_button")
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@ -101,6 +121,14 @@ ARROW_ENTITY.on_step = function(self, dtime)
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dpos = vector.round(dpos)
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dpos = vector.round(dpos)
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local node = minetest.get_node(dpos)
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local node = minetest.get_node(dpos)
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if self.object:get_attach() ~= nil and self.object:get_attach(parent):get_hp() < 1 then
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self.object:remove()
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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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self.object:remove()
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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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self._stuckrechecktimer = self._stuckrechecktimer + dtime
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self._stuckrechecktimer = self._stuckrechecktimer + dtime
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@ -146,7 +174,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
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-- Check for object "collision". Done every tick (hopefully this is not too stressing)
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-- Check for object "collision". Done every tick (hopefully this is not too stressing)
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else
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else
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if self._damage >= 9 then
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if self._damage >= 9 and self._in_player == false then
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minetest.add_particlespawner({
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minetest.add_particlespawner({
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amount = 1,
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amount = 1,
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time = .001,
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time = .001,
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@ -230,19 +258,60 @@ ARROW_ENTITY.on_step = function(self, dtime)
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if obj:is_player() and rawget(_G, "armor") and armor.last_damage_types then
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if obj:is_player() and rawget(_G, "armor") and armor.last_damage_types then
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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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if self._in_player == false then
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damage_particles(self.object:get_pos(), self._is_critical)
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end
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if mcl_burning.is_burning(self.object) then
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if mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(obj, 5)
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mcl_burning.set_on_fire(obj, 5)
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end
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end
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obj:punch(self.object, 1.0, {
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if self._in_player == false then
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full_punch_interval=1.0,
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obj:punch(self.object, 1.0, {
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damage_groups={fleshy=self._damage},
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full_punch_interval=1.0,
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}, self.object:get_velocity())
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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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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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else
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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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self._rotation_station = 90
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else
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self._rotation_station = -90
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end
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self._y_position = random_arrow_positions('y', placement)
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self._x_position = random_arrow_positions('x', placement)
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if self._y_position > 6 and self._x_position < 2 and self._x_position > -2 then
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self._attach_parent = 'Head'
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self._y_position = self._y_position - 6
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elseif self._x_position > 2 then
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self._attach_parent = 'Arm_Right'
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self._y_position = self._y_position - 3
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self._x_position = self._x_position - 2
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elseif self._x_position < -2 then
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self._attach_parent = 'Arm_Left'
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self._y_position = self._y_position - 3
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self._x_position = self._x_position + 2
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else
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self._attach_parent = 'Body'
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end
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self._z_rotation = math.random(30, -30)
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self._y_rotation = math.random(30, -30)
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self.object:set_attach(obj, self._attach_parent, {x=self._x_position,y=self._y_position,z=random_arrow_positions('z', placement)}, {x=0,y=self._rotation_station + self._y_rotation,z=self._z_rotation})
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minetest.after(60, function()
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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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end
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end
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if is_player then
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if is_player then
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if self._shooter and self._shooter:is_player() then
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if self._shooter and self._shooter:is_player() and self._in_player == false then
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-- “Ding” sound for hitting another player
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-- “Ding” sound for hitting another player
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minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true)
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minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true)
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end
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end
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@ -259,10 +328,14 @@ ARROW_ENTITY.on_step = function(self, dtime)
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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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minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
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if self._in_player == false then
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minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
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end
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end
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end
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mcl_burning.extinguish(self.object)
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mcl_burning.extinguish(self.object)
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self.object:remove()
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if not obj:is_player() then
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self.object:remove()
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end
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return
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return
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end
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end
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end
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end
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@ -389,6 +462,7 @@ 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._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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self._stuck = data.stuck
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self._stuck = data.stuck
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