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Update { ... } to {...}
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@ -65,7 +65,7 @@ local arrow_entity = {
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damages_players = true,
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maximum_time = 60,
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damage_groups = function(self)
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return { fleshy = self._damage }
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return {fleshy = self._damage}
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end,
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hide_tracer = function(self)
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return self._stuck or self._damage < 9 or self._in_player
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@ -165,7 +165,7 @@ local arrow_entity = {
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return core.serialize(out)
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end,
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on_activate = function(self, staticdata, dtime_s)
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self.object:set_armor_groups({ immortal = 1 })
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self.object:set_armor_groups({immortal = 1})
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self._time_in_air = 1.0
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local data = core.deserialize(staticdata)
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@ -70,7 +70,7 @@ function mcl_bows.shoot_arrow(arrow_item, pos, dir, yaw, shooter, power, damage,
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le._arrow_item = arrow_item
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local item_def = core.registered_items[le._arrow_item]
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if item_def and item_def._arrow_image then
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obj:set_properties({ textures = item_def._arrow_image })
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obj:set_properties({textures = item_def._arrow_image})
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end
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core.sound_play("mcl_bows_bow_shoot", {pos=pos, max_hear_distance=16}, true)
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if shooter and shooter:is_player() then
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@ -223,7 +223,7 @@ core.register_craftitem("mcl_bows:rocket", {
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S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."),
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_doc_items_usagehelp = S("To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory. To retrieve an arrow that sticks in a block, simply walk close to it."),
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inventory_image = "mcl_bows_rocket.png",
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groups = { ammo=1, ammo_crossbow=1, ammo_bow_regular=1 },
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groups = {ammo=1, ammo_crossbow=1, ammo_bow_regular=1},
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_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
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-- Shoot arrow
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local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
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@ -327,7 +327,7 @@ vl_projectile.register("mcl_fishing:flying_bobber_entity", {
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behaviors = {
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vl_projectile.collides_with_solids,
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},
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collides_with = { "group:liquid" },
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collides_with = {"group:liquid"},
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on_collide_with_solid = function(self, pos, node)
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local player = self._owner
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@ -14,7 +14,7 @@ core.register_craftitem("mcl_throwing:egg", {
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stack_max = 64,
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on_use = mcl_throwing.get_player_throw_function("mcl_throwing:egg_entity"),
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_on_dispense = mcl_throwing.dispense_function,
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groups = { craftitem = 1 },
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groups = {craftitem = 1},
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})
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local function egg_spawn_chicks(pos)
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@ -17,7 +17,7 @@ core.register_craftitem("mcl_throwing:ender_pearl", {
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inventory_image = "mcl_throwing_ender_pearl.png",
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stack_max = 16,
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on_use = mcl_throwing.get_player_throw_function("mcl_throwing:ender_pearl_entity"),
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groups = { transport = 1 },
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groups = {transport = 1},
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})
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function on_collide(self, pos, node)
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@ -91,7 +91,7 @@ function on_collide(self, pos, node)
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local oldpos = player:get_pos()
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-- Teleport and hurt player
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player:set_pos(telepos)
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player:set_hp(player:get_hp() - 5, { type = "fall", from = "mod" })
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player:set_hp(player:get_hp() - 5, {type = "fall", from = "mod"})
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-- 5% chance to spawn endermite at the player's origin
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if math.random(1,20) == 1 then
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@ -12,7 +12,7 @@ core.register_craftitem("mcl_throwing:snowball", {
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_doc_items_usagehelp = how_to_throw,
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inventory_image = "mcl_throwing_snowball.png",
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stack_max = 64,
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groups = { weapon_ranged = 1 },
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groups = {weapon_ranged = 1},
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on_use = mcl_throwing.get_player_throw_function("mcl_throwing:snowball_entity"),
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_on_dispense = mcl_throwing.dispense_function,
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})
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@ -71,10 +71,10 @@ vl_projectile.register("mcl_throwing:snowball_entity", {
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snowball_particles(self._last_pos or pos, self.object:get_velocity())
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end,
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sounds = {
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on_solid_collision = {"mcl_throwing_snowball_impact_hard", { max_hear_distance=16, gain=0.7 }, true},
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on_entity_collision = {"mcl_throwing_snowball_impact_soft", { max_hear_distance=16, gain=0.7 }, true}
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on_solid_collision = {"mcl_throwing_snowball_impact_hard", {max_hear_distance=16, gain=0.7}, true},
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on_entity_collision = {"mcl_throwing_snowball_impact_soft", {max_hear_distance=16, gain=0.7}, true}
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},
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damage_groups = { snowball_vulnerable = 3 },
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damage_groups = {snowball_vulnerable = 3},
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},
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})
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mcl_throwing.register_throwable_object("mcl_throwing:snowball", "mcl_throwing:snowball_entity", 22)
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@ -491,7 +491,7 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
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dmg = dmg(self, entity_def, projectile_def, object)
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end
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object:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
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object:punch(self.object, 1.0, projectile_def.tool or {full_punch_interval = 1.0, damage_groups = dmg}, dir )
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-- Guard against crashes when projectiles get destroyed in response to what it punched
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if not self.object:get_pos() then return true end
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