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Fix arrow damaging multiple objects at once
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parent
30b8e693af
commit
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@ -53,11 +53,40 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
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local node = minetest.get_node(pos)
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local node = minetest.get_node(pos)
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if self._timer>0.2 then
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if self._timer>0.2 then
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local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
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local objs = minetest.get_objects_inside_radius(pos, 2)
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local closest_object
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local closest_distance
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local ok = false
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-- Iterate through all objects and remember the closest attackable object
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for k, obj in pairs(objs) do
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for k, obj in pairs(objs) do
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if obj:get_luaentity() ~= nil then
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if obj:get_luaentity() ~= nil then
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local entity_name = obj:get_luaentity().name
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local entity_name = obj:get_luaentity().name
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if obj ~= self._shooter and entity_name ~= "mcl_throwing:arrow_entity" and entity_name ~= "__builtin:item" then
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if obj ~= self._shooter and entity_name ~= "mcl_throwing:arrow_entity" and entity_name ~= "__builtin:item" and entity_name ~= "__builtin:falling_node" then
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ok = true
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end
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elseif obj ~= self._shooter then
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ok = true
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end
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if ok then
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local dist = vector.distance(pos, obj:getpos())
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if not closest_object or not closest_distance then
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closest_object = obj
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closest_distance = dist
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elseif dist < closest_distance then
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closest_object = obj
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closest_distance = dist
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end
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end
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end
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-- If an attackable object was found, we will damage the closest one only
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if closest_object ~= nil then
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local obj = closest_object
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if obj:get_luaentity() ~= nil then
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local entity_name = obj:get_luaentity().name
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if obj ~= self._shooter and entity_name ~= "mcl_throwing:arrow_entity" and entity_name ~= "__builtin:item" and entity_name ~= "__builtin:falling_node" then
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obj:punch(self.object, 1.0, {
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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damage_groups={fleshy=self._damage},
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