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Make end crystals explode when nearby crystals are punched and explode
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@ -352,6 +352,23 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
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end
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end
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end
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-- Punch End Crystals to make them explode
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if ent and ent.name == "mcl_end:crystal" then
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if direct then
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local puncher = direct:get_luaentity()
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if puncher and puncher.name == "mcl_end:crystal" then
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ent.object:punch(direct, 1.0, { -- End Crystal nearby, trigger it.
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 1},
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}, nil, nil)
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else
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ent.object:remove() -- Direct Exists, but it is not an end crystal, remove crystal.
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end
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else
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ent.object:remove() -- Node exploded the end crystal, remove it.
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end
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end
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end
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local airs, fires = {}, {}
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@ -40,8 +40,8 @@ local function crystal_explode(self, puncher)
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mcl_damage.finish_reason(reason)
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source = reason.source
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end
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mcl_explosions.explode(vector.add(self.object:get_pos(), {x = 0, y = 1.5, z = 0}), strength, {drop_chance = 1}, self.object, source)
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minetest.after(0, self.object.remove, self.object)
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mcl_explosions.explode(vector.add(self.object:get_pos(), {x = 0, y = 1.5, z = 0}), strength, {drop_chance = 1}, self.object, source)
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end
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local function set_crystal_animation(self)
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