Fix bow in creative mode not having inf. ammo
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de8183f07a
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@ -75,24 +75,30 @@ end
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local player_shoot_arrow = function(itemstack, player, power, damage, is_critical)
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local arrow_stack, arrow_stack_id = get_arrow(player)
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local arrow_itemstring = arrow_stack:get_name()
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local arrow_itemstring
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if not minetest.is_creative_enabled(player:get_player_name()) then
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if minetest.is_creative_enabled(player:get_player_name()) then
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if arrow_stack then
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arrow_itemstring = arrow_stack:get_name()
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else
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arrow_itemstring = "mcl_bows:arrow"
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end
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else
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if not arrow_stack then
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return false
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end
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-- arrow_itemstring = arrow_stack:get_name()
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arrow_itemstring = arrow_stack:get_name()
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arrow_stack:take_item()
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local inv = player:get_inventory()
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inv:set_stack("main", arrow_stack_id, arrow_stack)
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end
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if not arrow_itemstring then
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return false
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end
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local playerpos = player:get_pos()
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local dir = player:get_look_dir()
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local yaw = player:get_look_horizontal()
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if not arrow_itemstring then
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arrow_itemstring = "mcl_bows:arrow"
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end
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mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical)
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return true
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end
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@ -222,14 +228,14 @@ controls.register_on_release(function(player, key, time)
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end)
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controls.register_on_hold(function(player, key, time)
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if key ~= "RMB" or not get_arrow(player) then
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local name = player:get_player_name()
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local creative = minetest.is_creative_enabled(name)
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if key ~= "RMB" or not (creative or get_arrow(player)) then
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return
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end
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local name = player:get_player_name()
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local inv = minetest.get_inventory({type="player", name=name})
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local wielditem = player:get_wielded_item()
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local creative = minetest.is_creative_enabled(name)
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if bow_load[name] == nil and wielditem:get_name()=="mcl_bows:bow" and (creative or get_arrow(player)) then --inv:contains_item("main", "mcl_bows:arrow")) then
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if bow_load[name] == nil and wielditem:get_name()=="mcl_bows:bow" and (creative or get_arrow(player)) then
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wielditem:set_name("mcl_bows:bow_0")
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player:set_wielded_item(wielditem)
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if minetest.get_modpath("playerphysics") then
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