Implement staticdata for arrow entities
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@ -46,7 +46,6 @@ minetest.register_node("mcl_bows:arrow_box", {
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groups = {not_in_creative_inventory=1},
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groups = {not_in_creative_inventory=1},
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})
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})
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-- FIXME: Restore arrow state properly on re-loading
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-- FIXME: Arrow velocity is a bit strange. If the arrow flies VERY long, the acceleration can cause the velocity to become negative
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-- FIXME: Arrow velocity is a bit strange. If the arrow flies VERY long, the acceleration can cause the velocity to become negative
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-- and the arrow flies backwards.
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-- and the arrow flies backwards.
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local ARROW_ENTITY={
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local ARROW_ENTITY={
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@ -202,6 +201,37 @@ ARROW_ENTITY.on_step = function(self, dtime)
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self._lastpos={x=pos.x, y=pos.y, z=pos.z}
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self._lastpos={x=pos.x, y=pos.y, z=pos.z}
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end
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end
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ARROW_ENTITY.get_staticdata = function(self)
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local out = {
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lastpos = self._lastpos,
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startpos = self._startpos,
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damage = self._damage,
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stuck = self._stuck,
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stucktimer = self._stucktimer,
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}
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if self._shooter and self._shooter:is_player() then
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out.shootername = self._shooter:get_player_name()
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end
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return minetest.serialize(out)
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end
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ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
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local data = minetest.deserialize(staticdata)
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if data then
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self._lastpos = data.lastpos
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self._startpos = data.startpos
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self._damage = data.damage
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self._stuck = data.stuck
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self._stucktimer = data.stucktimer
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if data.shootername then
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local shooter = minetest.get_player_by_name(data.shootername)
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if shooter and shooter:is_player() then
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self._shooter = shooter
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end
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end
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end
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end
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minetest.register_entity("mcl_bows:arrow_entity", ARROW_ENTITY)
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minetest.register_entity("mcl_bows:arrow_entity", ARROW_ENTITY)
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if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
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if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
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