add a small bit of doc
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@ -198,9 +198,11 @@ function ARROW_ENTITY.on_step(self, dtime)
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end
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end
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local arrow_dir = self.object:get_velocity()
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local arrow_dir = self.object:get_velocity()
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--create a raycast from the arrow based on the velocity of the arrow to deal with lag
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local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false)
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local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false)
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for hitpoint in raycast do
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for hitpoint in raycast do
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if hitpoint.type == "object" then
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if hitpoint.type == "object" then
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-- find the closest object that is in the way of the arrow
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local ok = false
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local ok = false
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if hitpoint.ref:is_player() then
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if hitpoint.ref:is_player() then
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ok = true
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ok = true
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