Fix splash potions, fix crash when projectiles hit unknown nodes

This commit is contained in:
teknomunk 2024-09-07 21:26:37 -05:00
parent b4831a681b
commit 5afa702542
2 changed files with 30 additions and 24 deletions

@ -112,30 +112,13 @@ function mcl_potions.register_splash(name, descr, color, def)
})
end
vl_projectile.register(id.."_flying",{
textures = {splash_image(color)},
hp_max = 1,
visual_size = {x=w/2,y=w/2},
collisionbox = {-0.1,-0.1,-0.1,0.1,0.1,0.1},
_vl_projectile = {
behaviors = {
vl_projectile.collides_with_entities,
vl_projectile.collides_with_solids,
},
on_collide_with_solid = function(self, pos, node)
make_particles(pos)
if node.name == "mcl_target:target_off" then
mcl_target.hit(pos, 0.4) -- 4 redstone ticks
end
end,
on_collide_with_entity = function(self, pos, obj)
make_particles(pos)
-- Make sure the potion can interact with this object
local entity = obj:get_luaentity()
if not obj:is_player() and not (entity and entity.is_mob) then return end
function splash_effects(self, pos, def, range)
make_particles(pos)
for _,obj in pairs(minetest.get_objects_inside_radius(pos, range)) do
-- Make sure the potion can interact with this object
local entity = obj:get_luaentity()
if obj:is_player() or entity and entity.is_mob then
local potency = self._potency or 0
local plus = self._plus or 0
@ -182,6 +165,29 @@ function mcl_potions.register_splash(name, descr, color, def)
def.custom_effect(obj, power, plus)
end
end
end
end
end
vl_projectile.register(id.."_flying",{
textures = {splash_image(color)},
hp_max = 1,
visual_size = {x=w/2,y=w/2},
collisionbox = {-0.1,-0.1,-0.1,0.1,0.1,0.1},
_vl_projectile = {
behaviors = {
vl_projectile.collides_with_entities,
vl_projectile.collides_with_solids,
},
on_collide_with_solid = function(self, pos, node)
splash_effects(self, pos, def, 4)
if node.name == "mcl_target:target_off" then
mcl_target.hit(pos, 0.4) -- 4 redstone ticks
end
end,
on_collide_with_entity = function(self, pos, obj)
splash_effects(self, pos, def, 4)
end,
sounds = {
on_collision = {"mcl_potions_breaking_glass", {max_hear_distance = 16, gain = 1}, true},

@ -216,7 +216,7 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
hook(self, pos, node, node_def)
-- Call node collided hook
local hook = (node_def._vl_projectile or {}).on_collide or no_op
local hook = ((node_def and node_def._vl_projectile) or {}).on_collide or no_op
hook(self, pos, node, node_def)
-- Play sounds