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Add puncher to tnt_explosions
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@ -134,11 +134,12 @@ end
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-- raydirs - The directions for each ray
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-- raydirs - The directions for each ray
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-- radius - The maximum distance each ray will go
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-- radius - The maximum distance each ray will go
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-- drop_chance - The chance that destroyed nodes will drop their items
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-- drop_chance - The chance that destroyed nodes will drop their items
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-- puncher - object that punches other objects (optional)
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--
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--
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-- Note that this function has been optimized, it contains code which has been
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-- Note that this function has been optimized, it contains code which has been
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-- inlined to avoid function calls and unnecessary table creation. This was
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-- inlined to avoid function calls and unnecessary table creation. This was
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-- measured to give a significant performance increase.
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-- measured to give a significant performance increase.
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local function trace_explode(pos, strength, raydirs, radius, drop_chance)
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local function trace_explode(pos, strength, raydirs, radius, drop_chance, puncher)
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local vm = minetest.get_voxel_manip()
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local vm = minetest.get_voxel_manip()
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local emin, emax = vm:read_from_map(vector.subtract(pos, radius),
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local emin, emax = vm:read_from_map(vector.subtract(pos, radius),
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@ -285,7 +286,11 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance)
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if mod_death_messages and obj:is_player() then
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if mod_death_messages and obj:is_player() then
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mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", obj:get_player_name()))
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mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", obj:get_player_name()))
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end
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end
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obj:punch(obj, 10, { damage_groups = { full_punch_interval = 1,
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local source = puncher
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if not source then
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source = obj
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end
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obj:punch(source, 10, { damage_groups = { full_punch_interval = 1,
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fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
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fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
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if obj:is_player() then
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if obj:is_player() then
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@ -340,13 +345,14 @@ end
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-- pos - The position where the explosion originates from
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-- pos - The position where the explosion originates from
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-- strength - The blast strength of the explosion (a TNT explosion uses 4)
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-- strength - The blast strength of the explosion (a TNT explosion uses 4)
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-- info - Table containing information about explosion.
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-- info - Table containing information about explosion.
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-- puncher - object that is reported as source of punches/damage (optional)
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--
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--
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-- Values in info:
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-- Values in info:
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-- drop_chance - If specified becomes the drop chance of all nodes in the
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-- drop_chance - If specified becomes the drop chance of all nodes in the
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-- explosion (defaults to 1.0 / strength)
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-- explosion (defaults to 1.0 / strength)
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-- no_sound - If true then the explosion will not play a sound
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-- no_sound - If true then the explosion will not play a sound
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-- no_particle - If true then the explosion will not create particles
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-- no_particle - If true then the explosion will not create particles
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function mcl_explosions.explode(pos, strength, info)
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function mcl_explosions.explode(pos, strength, info, puncher)
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-- The maximum blast radius (in the air)
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-- The maximum blast radius (in the air)
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local radius = math.ceil(1.3 * strength / (0.3 * 0.75) * 0.3)
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local radius = math.ceil(1.3 * strength / (0.3 * 0.75) * 0.3)
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@ -355,7 +361,7 @@ function mcl_explosions.explode(pos, strength, info)
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end
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end
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shape = sphere_shapes[radius]
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shape = sphere_shapes[radius]
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trace_explode(pos, strength, shape, radius, (info and info.drop_chance) or 1 / strength)
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trace_explode(pos, strength, shape, radius, (info and info.drop_chance) or 1 / strength, puncher)
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if not (info and info.no_sound) then
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if not (info and info.no_sound) then
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add_particles(pos, radius)
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add_particles(pos, radius)
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@ -183,7 +183,7 @@ minetest.register_on_dieplayer(function(player, reason)
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-- Player
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-- Player
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elseif hitter:is_player() then
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elseif hitter:is_player() then
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hittername = hitter:get_player_name()
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hittername = hitter:get_player_name()
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if hittername ~= nil and hittername ~= name then
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if hittername ~= nil then
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msg = dmsg("murder", name, hittername)
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msg = dmsg("murder", name, hittername)
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else
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else
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msg = dmsg("murder_any", name)
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msg = dmsg("murder_any", name)
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@ -210,7 +210,7 @@ function TNT:on_step(dtime)
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self.blinkstatus = not self.blinkstatus
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self.blinkstatus = not self.blinkstatus
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end
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end
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if self.timer > tnt.BOOMTIMER then
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if self.timer > tnt.BOOMTIMER then
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mcl_explosions.explode(self.object:get_pos(), 4, { drop_chance = 1.0 })
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mcl_explosions.explode(self.object:get_pos(), 4, { drop_chance = 1.0 }, self.object)
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self.object:remove()
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self.object:remove()
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end
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end
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end
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end
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