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Destroy arrow if inside solid node
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@ -49,11 +49,11 @@ minetest.register_node("mcl_bows:arrow_box", {
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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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local ARROW_ENTITY={
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physical = true,
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physical = false,
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visual = "wielditem",
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visual_size = {x=0.4, y=0.4},
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textures = {"mcl_bows:arrow_box"},
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collisionbox = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1},
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collisionbox = {0,0,0,0,0,0},
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collide_with_objects = false,
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_lastpos={},
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@ -167,21 +167,13 @@ ARROW_ENTITY.on_step = function(self, dtime)
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end
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-- Check for node collision
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-- FIXME: Also collides with ignore
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if self._lastpos.x~=nil and not self._stuck then
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local def = minetest.registered_nodes[node.name]
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local vel = self.object:get_velocity()
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-- Arrow has stopped
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if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then
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-- Arrow is stuck and no longer moves
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self._stuck = true
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self._stucktimer = 0
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self.object:set_velocity({x=0, y=0, z=0})
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self.object:set_acceleration({x=0, y=0, z=0})
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-- Push the button
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if minetest.get_modpath("mesecons_button") and minetest.get_item_group(node.name, "button") > 0 and minetest.get_item_group(node.name, "button_push_by_arrow") == 1 then
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mesecon.push_button(dpos, node)
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end
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-- Arrow hits solid node: remove
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if (def and def.walkable) then
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self.object:remove()
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return
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elseif (def and def.liquidtype ~= "none") then
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-- Slow down arrow in liquids
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local v = def.liquid_viscosity
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