Fix dispenser arrows so they hit players and entities, minetest.register_entity -> vl_projectile.register for mcl_throwing:egg

This commit is contained in:
teknomunk 2024-09-23 21:36:50 -05:00
parent 5774241f82
commit 5cfb8cc79c
3 changed files with 10 additions and 6 deletions

@ -297,7 +297,7 @@ local arrow_entity = {
end
local pos = self.object:get_pos()
self._allow_punch = self._allow_punch or not self._startpos or pos and vector.distance(self._startpos, pos) > 1.5
self._allow_punch = self._allow_punch or not self._owner or not self._startpos or pos and vector.distance(self._startpos, pos) > 1.5
if self._stuck then
return stuck_arrow_on_step(self, dtime)

@ -35,7 +35,7 @@ local function egg_spawn_chicks(pos)
mcl_mobs.spawn_child(vector.offset(pos, -0.7, 0, 0.7), "mobs_mc:chicken")
end
minetest.register_entity("mcl_throwing:egg_entity",{
vl_projectile.register("mcl_throwing:egg_entity",{
physical = false,
timer=0,
textures = {"mcl_throwing_egg.png"},

@ -205,13 +205,18 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
-- Projectile has stopped in one axis, so it probably hit something.
-- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
local vel = self.object:get_velocity()
if math.abs(vel.x) >= 0.0001 and math.abs(vel.z) >= 0.0001 and math.abs(vel.y) >= 0.0001 then
self._last_pos = pos
if not self._last_velocity then
self._last_velocity = vel
return
end
local delta_v = (vel - self._last_velocity) / vector.length(vel)
if math.abs(delta_v.x) <= 0.1 and math.abs(delta_v.z) <= 0.1 and math.abs(delta_v.y) <= 0.2 then
return
end
self._last_velocity = vel
else
if node_def and not node_def.walkable and (not collides_with or not mcl_util.match_node_to_filter(node.name, collides_with)) then
self._last_pos = pos
return
end
end
@ -364,7 +369,6 @@ function mod.raycast_collides_with_entities(self, dtime, entity_def, projectile_
closest_distance = dist
end
end
end
if closest_object then