Also reset charging bows after shoot
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9a5f4e41cb
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@ -132,6 +132,19 @@ minetest.register_tool("mcl_throwing:bow_2", {
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
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})
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-- Resets all the bows in "charging" state back to their original stage
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local reset_bows = function(player)
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local inv = player:get_inventory()
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local list = inv:get_list("main")
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for place, stack in pairs(list) do
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if stack:get_name()=="mcl_throwing:bow_0" or stack:get_name()=="mcl_throwing:bow_1" or stack:get_name()=="mcl_throwing:bow_2" then
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stack:set_name("mcl_throwing:bow")
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list[place] = stack
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end
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end
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inv:set_list("main", list)
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end
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controls.register_on_release(function(player, key, time)
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if key~="RMB" then return end
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local inv = minetest.get_inventory({type="player", name=player:get_player_name()})
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@ -181,23 +194,12 @@ controls.register_on_release(function(player, key, time)
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wielditem:add_wear(65535/BOW_DURABILITY)
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end
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player:set_wielded_item(wielditem)
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reset_bows(player)
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bow_load[player:get_player_name()] = nil
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bow_index[player:get_player_name()] = nil
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end
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end)
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local reset_bows = function(player)
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local inv = player:get_inventory()
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local list = inv:get_list("main")
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for place, stack in pairs(list) do
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if stack:get_name()=="mcl_throwing:bow_0" or stack:get_name()=="mcl_throwing:bow_1" or stack:get_name()=="mcl_throwing:bow_2" then
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stack:set_name("mcl_throwing:bow")
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list[place] = stack
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end
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end
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inv:set_list("main", list)
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end
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controls.register_on_hold(function(player, key, time)
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if key ~= "RMB" then
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return
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