mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-12-27 03:37:31 +01:00
Fix #1018
This commit is contained in:
parent
5ede42bbe7
commit
248272a128
@ -161,7 +161,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
|||||||
local objects = minetest.get_objects_inside_radius(pos, 1)
|
local objects = minetest.get_objects_inside_radius(pos, 1)
|
||||||
for _,obj in ipairs(objects) do
|
for _,obj in ipairs(objects) do
|
||||||
if obj:is_player() then
|
if obj:is_player() then
|
||||||
if not minetest.is_creative_enabled(obj:get_player_name()) then
|
if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then
|
||||||
if obj:get_inventory():room_for_item("main", "mcl_bows:arrow") then
|
if obj:get_inventory():room_for_item("main", "mcl_bows:arrow") then
|
||||||
obj:get_inventory():add_item("main", "mcl_bows:arrow")
|
obj:get_inventory():add_item("main", "mcl_bows:arrow")
|
||||||
minetest.sound_play("item_drop_pickup", {
|
minetest.sound_play("item_drop_pickup", {
|
||||||
|
@ -33,7 +33,7 @@ local bow_load = {}
|
|||||||
-- Another player table, this one stores the wield index of the bow being charged
|
-- Another player table, this one stores the wield index of the bow being charged
|
||||||
local bow_index = {}
|
local bow_index = {}
|
||||||
|
|
||||||
mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack)
|
mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable)
|
||||||
local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
|
local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
|
||||||
if power == nil then
|
if power == nil then
|
||||||
power = BOW_MAX_SPEED --19
|
power = BOW_MAX_SPEED --19
|
||||||
@ -60,6 +60,7 @@ mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damag
|
|||||||
le._is_critical = is_critical
|
le._is_critical = is_critical
|
||||||
le._startpos = pos
|
le._startpos = pos
|
||||||
le._knockback = knockback
|
le._knockback = knockback
|
||||||
|
le._collectable = collectable
|
||||||
minetest.sound_play("mcl_bows_bow_shoot", {pos=pos, max_hear_distance=16}, true)
|
minetest.sound_play("mcl_bows_bow_shoot", {pos=pos, max_hear_distance=16}, true)
|
||||||
if shooter ~= nil and shooter:is_player() then
|
if shooter ~= nil and shooter:is_player() then
|
||||||
if obj:get_luaentity().player == "" then
|
if obj:get_luaentity().player == "" then
|
||||||
@ -88,6 +89,7 @@ local player_shoot_arrow = function(itemstack, player, power, damage, is_critica
|
|||||||
local arrow_stack, arrow_stack_id = get_arrow(player)
|
local arrow_stack, arrow_stack_id = get_arrow(player)
|
||||||
local arrow_itemstring
|
local arrow_itemstring
|
||||||
local has_infinity_enchantment = mcl_enchanting.has_enchantment(player:get_wielded_item(), "infinity")
|
local has_infinity_enchantment = mcl_enchanting.has_enchantment(player:get_wielded_item(), "infinity")
|
||||||
|
local infinity_used = false
|
||||||
|
|
||||||
if minetest.is_creative_enabled(player:get_player_name()) then
|
if minetest.is_creative_enabled(player:get_player_name()) then
|
||||||
if arrow_stack then
|
if arrow_stack then
|
||||||
@ -100,7 +102,9 @@ local player_shoot_arrow = function(itemstack, player, power, damage, is_critica
|
|||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
arrow_itemstring = arrow_stack:get_name()
|
arrow_itemstring = arrow_stack:get_name()
|
||||||
if not has_infinity_enchantment or minetest.get_item_group(arrow_itemstring, "ammo_bow_regular") == 0 then
|
if has_infinity_enchantment and minetest.get_item_group(arrow_itemstring, "ammo_bow_regular") > 0 then
|
||||||
|
infinity_used = true
|
||||||
|
else
|
||||||
arrow_stack:take_item()
|
arrow_stack:take_item()
|
||||||
end
|
end
|
||||||
local inv = player:get_inventory()
|
local inv = player:get_inventory()
|
||||||
@ -113,7 +117,7 @@ local player_shoot_arrow = function(itemstack, player, power, damage, is_critica
|
|||||||
local dir = player:get_look_dir()
|
local dir = player:get_look_dir()
|
||||||
local yaw = player:get_look_horizontal()
|
local yaw = player:get_look_horizontal()
|
||||||
|
|
||||||
mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item())
|
mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), not infinity_used)
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user