Add tnt_knockback flag for entities
When set to true, entities will be knocked back when affected by TNT explosions. Also ignore '__builtin:item' entities to reduce lag, and replace tabs with spaces in 'mcl_explosions/init.lua'.
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@ -253,16 +253,17 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance)
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-- Trace rays for entity damage
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-- Trace rays for entity damage
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for _, obj in pairs(objs) do
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for _, obj in pairs(objs) do
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-- Object position and direction to explosion center
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local ent = obj:get_luaentity()
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local opos = obj:get_pos()
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if obj:get_luaentity() ~= nil or obj:is_player() then
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-- Ignore items to lower lag
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if obj:is_player() or (ent and ent.name ~= '__builtin.item') then
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local opos = obj:get_pos()
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local collisionbox = nil
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local collisionbox = nil
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if obj:is_player() then
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if obj:is_player() then
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collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 }
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collisionbox = { -0.3, 0.0, -0.3, 0.3, 1.77, 0.3 }
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elseif obj:get_luaentity().name then
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elseif ent.name then
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local def = minetest.registered_entities[obj:get_luaentity().name]
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local def = minetest.registered_entities[ent.name]
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collisionbox = def.collisionbox
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collisionbox = def.collisionbox
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end
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end
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@ -334,6 +335,8 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance)
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if obj:is_player() then
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if obj:is_player() then
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obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
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obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
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elseif ent.tnt_knockback then
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obj:add_velocity(vector.multiply(punch_dir, impact * 20))
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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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