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Add pitch and yaw offset support to vl_projectile
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@ -53,8 +53,8 @@ function mod.projectile_physics(obj, entity_def, v, a)
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-- Update projectile yaw to match velocity direction
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-- Update projectile yaw to match velocity direction
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if v and le and not le._stuck then
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if v and le and not le._stuck then
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local yaw = minetest.dir_to_yaw(v) + YAW_OFFSET
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local yaw = minetest.dir_to_yaw(v) + YAW_OFFSET + (entity_def._vl_projectile.yaw_offset or 0)
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local pitch = math.asin(vector.normalize(v).y)
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local pitch = math.asin(vector.normalize(v).y) + (entity_def._vl_projectile.pitch_offset or 0)
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obj:set_rotation(vector.new(0,yaw,pitch))
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obj:set_rotation(vector.new(0,yaw,pitch))
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end
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end
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end
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end
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@ -301,7 +301,8 @@ local function stuck_on_step(self, dtime, entity_def, projectile_def)
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obj = objects[i]
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obj = objects[i]
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if obj:is_player() then
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if obj:is_player() then
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if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then
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if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then
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local arrow_item = self._arrow_item
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local arrow_item = self._itemstring or self._arrow_item
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minetest.log("Trying to pick up "..tostring(arrow_item))
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if arrow_item and minetest.registered_items[arrow_item] and obj:get_inventory():room_for_item("main", arrow_item) then
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if arrow_item and minetest.registered_items[arrow_item] and obj:get_inventory():room_for_item("main", arrow_item) then
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obj:get_inventory():add_item("main", arrow_item)
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obj:get_inventory():add_item("main", arrow_item)
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