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Add hook to allow piercing enchantment to be implemented
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@ -17,7 +17,10 @@ Arguments:
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* `damages_players`: if true, the projectile will deal damage to players.
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* `damage_groups`: damage group information to use for `punch()`. May be a function of type `function(projectile, entity_def, projectile_def, obj)`
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that returns dynamic damange group information.
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* `allow_punching`: will the projectile punch entities it collides with. May be a function of type `function(projectile, entity_def, projectile_def, obj)`.
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* `allow_punching`: will the projectile punch entities it collides with. May be either a boolean or a function of type `function(projectile, entity_def, projectile_def, obj)`.
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* `survive_collision`: will the projectile surive collisions. May be either a boolean or a fnction of type `function(projectile, entity_def, projectile_def, type, ...)`.
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* If `type` is "node" then the additional parameters `node, node_def` will be provided.
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* If `type` is "entity" then the additional parameter `objet` will be provided.
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* `behaviors`: a list of behavior callbacks that define the projectile's behavior. This mod provides the following
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behaviors: `vl_projectiles.collides_with_solids`, `vl_projectiles.collides_with_entities` and `vl_projectiles.raycast_collides_with_entities`
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* `sounds`: sounds for this projectile. All fields take a table with three parameters corresponding to the
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@ -240,7 +240,11 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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end
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-- Normally objects should be removed on collision with solids
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if not projectile_def.survive_collision then
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local survive_collision = projectile_def.survive_collision
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if type(survive_collision) == "function" then
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survive_collision = survive_collision(self, entity_def, projectile_def, "node", node, node_def)
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end
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if not survive_collision then
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self._removed = true
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self.object:remove()
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end
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@ -326,7 +330,11 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
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end
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-- Normally objects should be removed on collision with entities
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if not projectile_def.survive_collision then
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local survive_collision = projectile_def.survive_collision
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if type(survive_collision) == "function" then
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survive_collision = survive_collision(self, entity_def, projectile_def, "entity", object)
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end
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if not survive_collision then
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self._removed = true
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self.object:remove()
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end
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