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Let arrows stick in players
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3d4e849d21
commit
0b4f2bf899
@ -138,8 +138,10 @@ local arrow_entity = {
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-- Because arrows are flagged to survive collisions to allow sticking into blocks, manually remove it now that it
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-- Because arrows are flagged to survive collisions to allow sticking into blocks, manually remove it now that it
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-- has collided with an entity
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-- has collided with an entity
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if not is_player then
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mcl_util.remove_entity(self)
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mcl_util.remove_entity(self)
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end
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end
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end
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},
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},
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-- Force recheck of stuck arrows when punched.
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-- Force recheck of stuck arrows when punched.
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@ -289,14 +289,17 @@ local function stuck_on_step(self, dtime, entity_def, projectile_def)
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end
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end
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end
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end
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-- Don't allow players to pick up arrows stuck in them or other players
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if self._in_player then return true end
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-- Pickup arrow if player is nearby (not in Creative Mode)
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-- Pickup arrow if player is nearby (not in Creative Mode)
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local objects = minetest.get_objects_inside_radius(pos, 1)
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local objects = minetest.get_objects_inside_radius(pos, 1)
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for i = 1,#objects do
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for i = 1,#objects do
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obj = objects[i]
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obj = objects[i]
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if obj:is_player() then
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if obj:is_player() then
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if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then
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local player_name = obj:get_player_name()
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if self._collectable and not minetest.is_creative_enabled(player_name) then
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local arrow_item = self._itemstring or self._arrow_item
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local arrow_item = self._itemstring or self._arrow_item
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minetest.log("Trying to pick up "..tostring(arrow_item))
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if arrow_item and minetest.registered_items[arrow_item] and obj:get_inventory():room_for_item("main", arrow_item) then
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if arrow_item and minetest.registered_items[arrow_item] and obj:get_inventory():room_for_item("main", arrow_item) then
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obj:get_inventory():add_item("main", arrow_item)
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obj:get_inventory():add_item("main", arrow_item)
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@ -467,6 +470,9 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
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local object_lua = object:get_luaentity()
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local object_lua = object:get_luaentity()
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-- Normally objects should be removed on collision with entities
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local survive_collision = projectile_def.survive_collision
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-- Apply damage
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-- Apply damage
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-- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier
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-- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier
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local do_damage = false
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local do_damage = false
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@ -474,6 +480,7 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
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do_damage = true
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do_damage = true
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handle_player_sticking(self, entity_def, projectile_def, object)
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handle_player_sticking(self, entity_def, projectile_def, object)
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survive_collision = true
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elseif object_lua and (object_lua.is_mob or object_lua._hittable_by_projectile) then
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elseif object_lua and (object_lua.is_mob or object_lua._hittable_by_projectile) then
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do_damage = true
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do_damage = true
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end
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end
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@ -519,13 +526,11 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
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minetest.sound_play(sound[1], arg2, sound[3])
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minetest.sound_play(sound[1], arg2, sound[3])
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end
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end
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-- Normally objects should be removed on collision with entities
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-- Remove the projectile if it didn't survive
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local survive_collision = projectile_def.survive_collision
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if type(survive_collision) == "function" then
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if type(survive_collision) == "function" then
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survive_collision = survive_collision(self, entity_def, projectile_def, "entity", object)
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survive_collision = survive_collision(self, entity_def, projectile_def, "entity", object)
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end
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end
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if not survive_collision then
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if not survive_collision then
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minetest.log("removing projectile that collided with entity")
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mcl_util.remove_entity(self)
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mcl_util.remove_entity(self)
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end
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end
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