Kinda allow arrow shooting from dispensers
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27e6352704
commit
4d0e1eb2e9
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@ -4,13 +4,13 @@ dofile(minetest.get_modpath("mcl_throwing").."/throwable.lua")
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mcl_throwing = {}
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local arrows = {
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{"mcl_throwing:arrow", "mcl_throwing:arrow_entity"},
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["mcl_throwing:arrow"] = "mcl_throwing:arrow_entity",
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}
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local GRAVITY = 9.81
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mcl_throwing.shoot_arrow = function(entity_name, pos, dir, yaw, shooter)
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, entity_name)
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mcl_throwing.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter)
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrows[arrow_item])
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obj:setvelocity({x=dir.x*19, y=dir.y*19, z=dir.z*19})
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obj:setacceleration({x=dir.x*-3, y=-GRAVITY, z=dir.z*-3})
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obj:setyaw(yaw+math.pi/2)
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@ -25,16 +25,16 @@ mcl_throwing.shoot_arrow = function(entity_name, pos, dir, yaw, shooter)
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end
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local player_shoot_arrow = function(itemstack, player)
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for _,arrow in ipairs(arrows) do
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if player:get_inventory():get_stack("main", player:get_wield_index()+1):get_name() == arrow[1] then
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for arrow_item, arrow_entity in pairs(arrows) do
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if player:get_inventory():get_stack("main", player:get_wield_index()+1):get_name() == arrow_item then
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if not minetest.setting_getbool("creative_mode") then
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player:get_inventory():remove_item("main", arrow[1])
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player:get_inventory():remove_item("main", arrow_item)
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end
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local playerpos = player:getpos()
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local dir = player:get_look_dir()
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local yaw = player:get_look_horizontal()
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mcl_throwing.shoot_arrow(arrow[2], {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player)
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mcl_throwing.shoot_arrow(arrow_item, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player)
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return true
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end
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end
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@ -49,12 +49,15 @@ local dispenserdef = {
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action_on = function (pos, node)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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local droppos
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local droppos, dropdir
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if node.name == "mcl_dispensers:dispenser" then
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droppos = vector.subtract(pos, minetest.facedir_to_dir(node.param2))
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dropdir = vector.multiply(minetest.facedir_to_dir(node.param2), -1)
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droppos = vector.subtract(pos, dropdir)
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elseif node.name == "mcl_dispensers:dispenser_up" then
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dropdir = {x=0, y=1, z=0}
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droppos = {x=pos.x, y=pos.y+1, z=pos.z}
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elseif node.name == "mcl_dispensers:dispenser_down" then
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dropdir = {x=0, y=-1, z=0}
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droppos = {x=pos.x, y=pos.y-1, z=pos.z}
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end
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local dropnode = minetest.get_node(droppos)
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@ -79,7 +82,16 @@ local dispenserdef = {
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local igroups = minetest.registered_items[iname].groups
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--[===[ Dispense item ]===]
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if iname == "mcl_fire:flint_and_steel" then
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if iname == "mcl_throwing:arrow" then
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-- Shoot arrow
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local shootpos = vector.add(droppos, dropdir)
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-- FIXME: Bad yaw of arrow when shootin
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mcl_throwing.shoot_arrow(iname, shootpos, dropdir, 0, nil)
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stack:take_item()
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inv:set_stack("main", stack_id, stack)
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elseif iname == "mcl_fire:flint_and_steel" then
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-- Ignite air or fire
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if dropnode.name == "air" then
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minetest.add_node(droppos, {name="mcl_fire:basic_flame"})
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