Remove secondary collision check in mcl_bows/arrow.lua (it was just hitting grass)

This commit is contained in:
teknomunk 2024-10-20 07:18:59 -05:00
parent 4a6eef8656
commit 1600a65dd7

@ -169,6 +169,7 @@ local arrow_entity = {
dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET))) dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET)))
end end
self._stuckin = vector.add(dpos, dir) self._stuckin = vector.add(dpos, dir)
local snode = minetest.get_node(self._stuckin) local snode = minetest.get_node(self._stuckin)
local sdef = minetest.registered_nodes[snode.name] local sdef = minetest.registered_nodes[snode.name]
@ -231,24 +232,6 @@ local arrow_entity = {
if obj:get_hp() > 0 then if obj:get_hp() > 0 then
-- Check if there is no solid node between arrow and object -- Check if there is no solid node between arrow and object
-- TODO: remove. this code should never occur if vl_projectile is working correctly
local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true)
for pointed_thing in ray do
if pointed_thing.type == "object" and pointed_thing.ref == obj then
-- Target reached! We can proceed now.
break
elseif pointed_thing.type == "node" then
local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name
local def = minetest.registered_nodes[nn]
if not def or def.walkable then
-- There's a node in the way. Delete arrow without damage
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
end
end
if lua then if lua then
local entity_name = lua.name local entity_name = lua.name
-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away -- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away