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Correct splash issue with mob-detection
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4f259dec71
commit
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@ -53,7 +53,6 @@ local function add_lingering_effect(pos, color, def)
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, d)) do
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, d)) do
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local entity = obj:get_luaentity()
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local entity = obj:get_luaentity()
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if obj:is_player() or entity._cmi_is_mob then
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if obj:is_player() or entity._cmi_is_mob then
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-- if obj:is_player() then print(obj:is_player()) print(obj:get_player_name()) end
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-- if obj:is_player() then print(obj:is_player()) print(obj:get_player_name()) end
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@ -61,7 +61,8 @@ local function register_splash(name, descr, color, def)
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})
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})
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self.object:remove()
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self.object:remove()
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for _,obj in pairs(minetest.get_objects_inside_radius(pos, 4)) do
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for _,obj in pairs(minetest.get_objects_inside_radius(pos, 4)) do
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local entity = obj.get_luaentity()
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if obj:is_player() or entity._cmi_is_mob then
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if obj:is_player() or entity._cmi_is_mob then
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local pos2 = obj:get_pos()
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local pos2 = obj:get_pos()
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