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Make arrows only deal damage with free lineofsight
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@ -197,6 +197,24 @@ ARROW_ENTITY.on_step = function(self, dtime)
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local lua = obj:get_luaentity()
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local lua = obj:get_luaentity()
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if obj ~= self._shooter and (is_player or (lua and lua._cmi_is_mob)) then
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if obj ~= self._shooter and (is_player or (lua and lua._cmi_is_mob)) then
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if obj:get_hp() > 0 then
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if obj:get_hp() > 0 then
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-- Check if there is no solid node between arrow and object
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local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true)
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for pointed_thing in ray do
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if pointed_thing.type == "object" and pointed_thing.ref == closest_object then
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-- Target reached! We can proceed now.
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break
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elseif pointed_thing.type == "node" then
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local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name
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local def = minetest.registered_nodes[nn]
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if (not def) or def.walkable then
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-- There's a node in the way. Delete arrow without damage
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self.object:remove()
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return
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end
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end
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end
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-- Punch target object
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obj:punch(self.object, 1.0, {
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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damage_groups={fleshy=self._damage},
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