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https://github.com/LoneWolfHT/grenades.git
synced 2024-11-24 15:53:46 +01:00
Update mod (stable now)
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parent
e18b6c24d5
commit
3e85df539a
18
.luacheckrc
Normal file
18
.luacheckrc
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@ -0,0 +1,18 @@
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unused_args = false
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allow_defined_top = true
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globals = {
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"minetest",
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}
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read_globals = {
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string = {fields = {"split"}},
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table = {fields = {"copy", "getn"}},
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-- Builtin
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"vector", "ItemStack",
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"dump", "DIR_DELIM", "VoxelArea", "Settings",
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-- MTG
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"default", "sfinv", "creative",
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}
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131
init.lua
131
init.lua
@ -1,38 +1,41 @@
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grenades = {}
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grenades = {
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grenade_accel = 13
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}
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local function throw_grenade(name, player)
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local function throw_grenade(name, player)
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local dir = player:get_look_dir()
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local dir = player:get_look_dir()
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local pos = player:get_pos()
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local pos = player:get_pos()
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local obj = minetest.add_entity({x = pos.x + dir.x, y = pos.y + 1.8, z = pos.z + dir.z}, name)
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local obj = minetest.add_entity({x = pos.x + dir.x, y = pos.y + 1.6, z = pos.z + dir.z}, name)
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local self = obj:get_luaentity()
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obj:set_velocity(vector.add(player:get_player_velocity(), {x = dir.x * 40, y = dir.y * 30, z = dir.z * 40}))
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local m = 30
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obj:set_acceleration(vector.add(player:get_player_velocity(), {x = 0, y = -41, z = 0}))
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obj:set_velocity({x = dir.x * m, y = dir.y * m/1.5, z = dir.z * m})
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self.dir = dir
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obj:set_acceleration({x = 0, y = -13, z = 0})
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return(obj:get_luaentity())
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return(obj:get_luaentity())
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end
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end
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function grenades.register_grenade(name, def)
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function grenades.register_grenade(name, def)
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if not def.clock then
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if not def.clock then
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def.clock = 3
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def.clock = 4
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end
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end
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local grenade_entity = {
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local grenade_entity = {
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physical = true,
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physical = true,
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sliding = 1,
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collide_with_objects = true,
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collide_with_objects = true,
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timer = 0,
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visual = "sprite",
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visual = "sprite",
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visual_size = {x = 0.5, y = 0.5, z = 0.5},
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visual_size = {x = 0.5, y = 0.5, z = 0.5},
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textures = {def.image},
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textures = {def.image},
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collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.15, 0.2},
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collisionbox = {-0.2, -0.3, -0.2, 0.2, 0.15, 0.2},
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pointable = false,
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pointable = false,
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static_save = false,
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static_save = false,
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particle = 0,
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particle = 0,
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timer = 0,
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on_step = function(self, dtime)
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on_step = function(self, dtime)
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local obj = self.object
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local obj = self.object
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local vel = obj:get_velocity()
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local vel = obj:get_velocity()
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local pos = obj:get_pos()
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local pos = obj:get_pos()
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local norm_vel -- Normalized velocity
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self.timer = self.timer + dtime
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self.timer = self.timer + dtime
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@ -40,34 +43,48 @@ function grenades.register_grenade(name, def)
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self.last_vel = vel
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self.last_vel = vel
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end
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end
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-- Collision Check
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-- Check for a collision on the x/y/z axis
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if not vector.equals(self.last_vel, vel) and vector.distance(self.last_vel, vel) > 3.5 then
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if not vector.equals(self.last_vel, vel) and vector.distance(self.last_vel, vel) > 4 then
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if math.abs(self.last_vel.z) - 5 > math.abs(vel.z) then
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if math.abs(self.last_vel.x - vel.x) > 5 then -- Check for a large reduction in velocity
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self.last_vel.z = self.last_vel.z * -0.5
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vel.x = self.last_vel.x * -0.3 -- Invert velocity and reduce it a bit
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end
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end
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if math.abs(self.last_vel.x) - 5 > math.abs(vel.x) then
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if math.abs(self.last_vel.y - vel.y) > 5 then -- Check for a large reduction in velocity
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self.last_vel.x = self.last_vel.x * -0.5
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vel.y = self.last_vel.y * -0.2 -- Invert velocity and reduce it a bit
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end
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end
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if self.last_vel.y <= -5 then
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if math.abs(self.last_vel.z - vel.z) > 5 then -- Check for a large reduction in velocity
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self.last_vel.y = self.last_vel.y * -0.3
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vel.z = self.last_vel.z * -0.3 -- Invert velocity and reduce it a bit
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end
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end
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obj:set_velocity(self.last_vel)
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obj:set_velocity(vel)
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vel = obj:get_velocity()
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end
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end
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-- Fix accel bug
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vel.x = vel.x / 1.07
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vel.z = vel.z / 1.07
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obj:set_velocity(vel)
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self.last_vel = vel
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self.last_vel = vel
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if self.sliding == 1 and vel.y == 0 then -- Check if grenade is sliding
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self.sliding = 2 -- Multiplies drag by 2
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elseif self.sliding > 1 and vel.y ~= 0 then
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self.sliding = 1 -- Doesn't affect drag
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end
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if self.sliding > 1 then -- Is the grenade sliding?
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if vector.distance(vector.new(), vel) <= 1 and not vector.equals(vel, vector.new()) then -- Grenade is barely moving
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obj:set_velocity(vector.new(0, -9.8, 0)) -- Make sure it stays unmoving
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obj:set_acceleration(vector.new())
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end
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else
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norm_vel = vector.normalize(vel)
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obj:set_acceleration({
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x = -norm_vel.x * grenades.grenade_accel * self.sliding,
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y = -9.8,
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z = -norm_vel.z * grenades.grenade_accel * self.sliding,
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})
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end
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-- Grenade Particles
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-- Grenade Particles
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if def.particle and self.particle >= 4 then
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if def.particle and self.particle >= 4 then
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@ -93,10 +110,10 @@ function grenades.register_grenade(name, def)
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if self.timer > def.clock or not self.thrower_name then
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if self.timer > def.clock or not self.thrower_name then
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if self.thrower_name then
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if self.thrower_name then
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minetest.log("[Grenades] A grenade thrown by "..self.thrower_name..
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minetest.log("[Grenades] A grenade thrown by " .. self.thrower_name ..
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" is exploding at "..minetest.pos_to_string(pos))
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" explodes at " .. minetest.pos_to_string(vector.round(pos)))
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def.on_explode(pos, self.thrower_name)
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def.on_explode(pos, self.thrower_name)
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end
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end
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obj:remove()
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obj:remove()
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end
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end
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@ -109,14 +126,13 @@ function grenades.register_grenade(name, def)
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newdef.description = def.description
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newdef.description = def.description
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newdef.stack_max = 1
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newdef.stack_max = 1
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newdef.range = 2
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newdef.range = 0
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newdef.inventory_image = def.image
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newdef.inventory_image = def.image
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newdef.on_use = function(itemstack, user, pointed_thing)
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newdef.on_use = function(itemstack, user, pointed_thing)
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local player_name = user:get_player_name()
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local player_name = user:get_player_name()
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if pointed_thing.type ~= "node" then
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if pointed_thing.type ~= "node" then
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local grenade = throw_grenade(name, user)
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local grenade = throw_grenade(name, user)
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grenade.timer = 0
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grenade.thrower_name = player_name
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grenade.thrower_name = player_name
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if not minetest.settings:get_bool("creative_mode") then
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if not minetest.settings:get_bool("creative_mode") then
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@ -144,53 +160,6 @@ function grenades.register_grenade(name, def)
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else
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else
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minetest.register_craftitem(name, newdef)
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minetest.register_craftitem(name, newdef)
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end
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end
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minetest.register_craftitem(name, newdef)
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end
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end
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minetest.register_craftitem("grenades:notice_flashbang", {
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description = "[Flashbang] This mod no longer adds grenades. Please get 'grenades_basic' to restore your items\n"..
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"Once the mod is added you can punch the air with this notice to turn it into the grenade it was before",
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range = 0,
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inventory_image = "grenades_notice.png",
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groups = {not_in_creative_inventory = 1},
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stack_max = 1,
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on_use = function()
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if minetest.get_modpath("grenades_basic") then
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return "grenades_basic:flashbang"
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end
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end
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})
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minetest.register_alias("grenades:grenade_flashbang", "grenades:notice_flashbang")
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minetest.register_craftitem("grenades:notice_regular", {
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description = "[Regular Grenade] This mod no longer adds grenades. Please get 'grenades_basic' to restore "..
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"your items\n"..
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"Once the mod is added you can punch the air with this notice to turn it into the grenade it was before",
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inventory_image = "grenades_notice.png",
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groups = {not_in_creative_inventory = 1},
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range = 0,
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stack_max = 1,
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on_use = function()
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if minetest.get_modpath("grenades_basic") then
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return "grenades_basic:regular"
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end
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end
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})
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minetest.register_alias("grenades:grenade_regular", "grenades:notice_regular")
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minetest.register_craftitem("grenades:notice_smoke", {
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description = "[Smoke] This mod no longer adds grenades. Please get 'grenades_basic' to restore your items\n"..
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"Once the mod is added you can punch the air with this notice to turn it into the grenade it was before",
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range = 0,
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inventory_image = "grenades_notice.png",
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groups = {not_in_creative_inventory = 1},
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stack_max = 1,
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on_use = function()
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if minetest.get_modpath("grenades_basic") then
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return "grenades_basic:smoke"
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end
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end
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})
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minetest.register_alias("grenades:grenade_smoke", "grenades:notice_smoke")
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@ -1,4 +1,5 @@
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# grenades
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# Grenades
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Adds an API that allows for easily making grenades
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Adds an API that allows for easily making grenades
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See grenades_basic for the grenades this mod used to have
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See grenades_basic for the grenades this mod used to have
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