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Make removing of arrow entities also work with mobs, remove arrows on respawn
parent
7b46225176
commit
7cc7fb1331
@ -73,7 +73,7 @@ local ARROW_ENTITY={
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_stuckin=nil, --Position of node in which arow is stuck.
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_stuckin=nil, --Position of node in which arow is stuck.
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_shooter=nil, -- ObjectRef of player or mob who shot it
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_shooter=nil, -- ObjectRef of player or mob who shot it
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_is_arrow = true,
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_is_arrow = true,
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_in_player = false,
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_viscosity=0, -- Viscosity of node the arrow is currently in
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_viscosity=0, -- Viscosity of node the arrow is currently in
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_deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession
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_deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession
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}
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}
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@ -439,6 +439,7 @@ function ARROW_ENTITY.get_staticdata(self)
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is_critical = self._is_critical,
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is_critical = self._is_critical,
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stuck = self._stuck,
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stuck = self._stuck,
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stuckin = self._stuckin,
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stuckin = self._stuckin,
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stuckin_player = self._in_player,
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}
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}
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if self._stuck then
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if self._stuck then
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-- If _stucktimer is missing for some reason, assume the maximum
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-- If _stucktimer is missing for some reason, assume the maximum
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@ -453,21 +454,10 @@ function ARROW_ENTITY.get_staticdata(self)
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return minetest.serialize(out)
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return minetest.serialize(out)
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end
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end
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local function remove_arrow_on_joinplayer(staticdata, self)
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if not staticdata.activated then
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staticdata.activated = true
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else
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self.object:remove()
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end
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end
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function ARROW_ENTITY.on_activate(self, staticdata, dtime_s)
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function ARROW_ENTITY.on_activate(self, staticdata, dtime_s)
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self._time_in_air = 1.0
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self._time_in_air = 1.0
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self._in_player = false
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local data = minetest.deserialize(staticdata)
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local data = minetest.deserialize(staticdata)
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if data then
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if data then
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remove_arrow_on_joinplayer(data, self)
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self._stuck = data.stuck
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self._stuck = data.stuck
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if data.stuck then
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if data.stuck then
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if data.stuckstarttime then
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if data.stuckstarttime then
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@ -498,10 +488,23 @@ function ARROW_ENTITY.on_activate(self, staticdata, dtime_s)
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self._shooter = shooter
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self._shooter = shooter
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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 data.stuckin_player then
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self.object:remove()
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end
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end
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end
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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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end
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end
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minetest.register_on_respawnplayer(function(player)
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for _, obj in pairs(player:get_children()) do
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local ent = obj:get_luaentity()
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if ent and ent.name and string.find(ent.name, "mcl_bows:arrow_entity") then
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obj:remove()
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end
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end
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end)
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minetest.register_entity("mcl_bows:arrow_entity", ARROW_ENTITY)
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minetest.register_entity("mcl_bows:arrow_entity", ARROW_ENTITY)
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if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
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if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
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