Fix issue with objects/players dying before the effect runs, which won't be applied...
parent
bb5aa33bad
commit
43c4b355ce
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@ -159,7 +159,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
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-- The radius of 3 is fairly liberal, but anything lower than than will cause
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-- The radius of 3 is fairly liberal, but anything lower than than will cause
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-- arrow to hilariously go through mobs often.
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-- arrow to hilariously go through mobs often.
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-- TODO: Implement an ACTUAL collision detection (engine support needed).
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-- TODO: Implement an ACTUAL collision detection (engine support needed).
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local objs = minetest.get_objects_inside_radius(pos, 3)
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local objs = minetest.get_objects_inside_radius(pos, 1.5)
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local closest_object
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local closest_object
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local closest_distance
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local closest_distance
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@ -419,4 +419,3 @@ end
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if minetest.get_modpath("doc_identifier") ~= nil then
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if minetest.get_modpath("doc_identifier") ~= nil then
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doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow")
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doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow")
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end
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end
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@ -10,8 +10,8 @@ local GRAVITY = 9.81
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local BOW_DURABILITY = 385
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local BOW_DURABILITY = 385
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-- Charging time in microseconds
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-- Charging time in microseconds
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local BOW_CHARGE_TIME_HALF = 500000 -- bow level 1
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local BOW_CHARGE_TIME_HALF = 200000 -- bow level 1
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local BOW_CHARGE_TIME_FULL = 1000000 -- bow level 2 (full charge)
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local BOW_CHARGE_TIME_FULL = 500000 -- bow level 2 (full charge)
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-- Factor to multiply with player speed while player uses bow
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-- Factor to multiply with player speed while player uses bow
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-- This emulates the sneak speed.
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-- This emulates the sneak speed.
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@ -36,7 +36,7 @@ local bow_index = {}
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mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage)
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mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage)
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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if power == nil then
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if power == nil then
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power = 22 --19
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power = BOW_MAX_SPEED --19
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end
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end
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if damage == nil then
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if damage == nil then
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damage = 3
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damage = 3
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@ -226,7 +226,7 @@ controls.register_on_hold(function(player, key, time)
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local inv = minetest.get_inventory({type="player", name=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 wielditem = player:get_wielded_item()
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local creative = minetest.is_creative_enabled(name)
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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 --inv:contains_item("main", "mcl_bows:arrow")) then
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wielditem:set_name("mcl_bows:bow_0")
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wielditem:set_name("mcl_bows:bow_0")
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player:set_wielded_item(wielditem)
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player:set_wielded_item(wielditem)
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if minetest.get_modpath("playerphysics") then
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if minetest.get_modpath("playerphysics") then
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@ -365,8 +365,17 @@ function mcl_potions.make_invisible(player, toggle)
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if not player then return false end
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if not player then return false end
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local is_player = player:is_player()
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local entity = player:get_luaentity()
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if toggle then -- hide player
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if toggle then -- hide player
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is_invisible[player].old_size = player:get_properties().visual_size
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if player:is_player() then
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is_invisible[player].old_size = player:get_properties().visual_size
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elseif entity then
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is_invisible[player].old_size = entity.visual_size
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else -- if not a player or entity, do nothing
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return
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end
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player:set_properties({visual_size = {x = 0, y = 0}})
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player:set_properties({visual_size = {x = 0, y = 0}})
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player:set_nametag_attributes({color = {a = 0}})
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player:set_nametag_attributes({color = {a = 0}})
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else -- show player
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else -- show player
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@ -176,7 +176,7 @@ function mcl_potions.register_arrow(name, desc, color, def)
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-- The radius of 3 is fairly liberal, but anything lower than than will cause
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-- The radius of 3 is fairly liberal, but anything lower than than will cause
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-- arrow to hilariously go through mobs often.
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-- arrow to hilariously go through mobs often.
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-- TODO: Implement an ACTUAL collision detection (engine support needed).
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-- TODO: Implement an ACTUAL collision detection (engine support needed).
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local objs = minetest.get_objects_inside_radius(pos, 3)
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local objs = minetest.get_objects_inside_radius(pos, 1.5)
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local closest_object
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local closest_object
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local closest_distance
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local closest_distance
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