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Add an option for mob arrows to be "homing"
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@ -1231,6 +1231,9 @@ function mob_class:do_states_attack (dtime)
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-- important for mcl_shields
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-- important for mcl_shields
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ent._shooter = self.object
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ent._shooter = self.object
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ent._saved_shooter_pos = self.object:get_pos()
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ent._saved_shooter_pos = self.object:get_pos()
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if ent.homing then
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ent._target = self.attack
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end
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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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@ -350,6 +350,7 @@ function mcl_mobs.register_arrow(name, def)
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hit_node = def.hit_node,
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hit_node = def.hit_node,
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hit_mob = def.hit_mob,
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hit_mob = def.hit_mob,
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hit_object = def.hit_object,
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hit_object = def.hit_object,
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homing = def.homing,
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drop = def.drop or false, -- drops arrow as registered item when true
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drop = def.drop or false, -- drops arrow as registered item when true
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collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
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collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
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timer = 0,
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timer = 0,
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@ -422,6 +423,17 @@ function mcl_mobs.register_arrow(name, def)
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end
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end
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end
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end
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if self.homing and self._target then
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local p = self._target:get_pos()
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if p then
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if minetest.line_of_sight(self.object:get_pos(), p) then
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self.object:set_velocity(vector.direction(self.object:get_pos(), p) * self.velocity)
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end
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else
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self.target = nil
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end
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end
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if self.hit_player or self.hit_mob or self.hit_object then
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if self.hit_player or self.hit_mob or self.hit_object then
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for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do
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for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do
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