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NO11
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@ -2833,6 +2833,10 @@ local do_states = function(self, dtime)
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end
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end
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ent.switch = 1
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ent.switch = 1
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ent.owner_id = tostring(self.object) -- add unique owner id to arrow
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ent.owner_id = tostring(self.object) -- add unique owner id to arrow
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-- important for mcl_shields
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ent._shooter = self.object
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ent._saved_shooter_pos = self.object:get_pos()
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end
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end
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local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
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local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
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@ -4078,7 +4082,6 @@ end
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-- make explosion with protection and tnt mod check
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-- make explosion with protection and tnt mod check
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function mobs:boom(self, pos, strength, fire)
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function mobs:boom(self, pos, strength, fire)
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self.object:remove()
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if mod_explosions then
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if mod_explosions then
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if mobs_griefing and not minetest.is_protected(pos, "") then
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if mobs_griefing and not minetest.is_protected(pos, "") then
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mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object)
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mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object)
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@ -4088,6 +4091,9 @@ function mobs:boom(self, pos, strength, fire)
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else
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else
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mobs:safe_boom(self, pos, strength)
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mobs:safe_boom(self, pos, strength)
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end
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end
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-- delete the object after it punched the player to avoid nil entities in e.g. mcl_shields!!
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self.object:remove()
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end
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end
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@ -8,7 +8,7 @@ mcl_shields = {
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player = true,
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player = true,
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arrow = true,
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arrow = true,
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generic = true,
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generic = true,
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explosion = true, -- ghasts don't work
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explosion = true,
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dragon_breath = true,
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dragon_breath = true,
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},
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},
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enchantments = {"mending", "unbreaking"},
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enchantments = {"mending", "unbreaking"},
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@ -128,20 +128,24 @@ mcl_damage.register_modifier(function(obj, damage, reason)
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local type = reason.type
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local type = reason.type
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local damager = reason.direct
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local damager = reason.direct
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local blocking, shieldstack = mcl_shields.is_blocking(obj)
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local blocking, shieldstack = mcl_shields.is_blocking(obj)
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if not (obj:is_player() and blocking and mcl_shields.types[type] and damager) then
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if not (obj:is_player() and blocking and mcl_shields.types[type] and damager) then
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return
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return
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end
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end
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local entity = damager:get_luaentity()
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local entity = damager:get_luaentity()
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if entity and (type == "arrow" or type == "generic") then
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if entity and entity._shooter then
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damager = entity._shooter
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damager = entity._shooter
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end
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end
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if not damager then
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return
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end
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local dpos = damager:get_pos()
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local dpos = damager:get_pos()
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if dpos and vector.dot(obj:get_look_dir(), vector.subtract(dpos, obj:get_pos())) < 0 then
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-- Used for removed / killed entities before the projectile hits the player
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if entity and not entity._shooter and entity._saved_shooter_pos then
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dpos = entity._saved_shooter_pos
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end
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if not dpos or vector.dot(obj:get_look_dir(), vector.subtract(dpos, obj:get_pos())) < 0 then
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return
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return
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end
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end
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@ -150,6 +154,7 @@ mcl_damage.register_modifier(function(obj, damage, reason)
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if unbreaking > 0 then
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if unbreaking > 0 then
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durability = durability * (unbreaking + 1)
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durability = durability * (unbreaking + 1)
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end
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end
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if not minetest.is_creative_enabled(obj:get_player_name()) and damage >= 3 then
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if not minetest.is_creative_enabled(obj:get_player_name()) and damage >= 3 then
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shieldstack:add_wear(65535 / durability)
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shieldstack:add_wear(65535 / durability)
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if blocking == 2 then
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if blocking == 2 then
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