Improve flashbang 'is player looing at it' calculations

This commit is contained in:
LoneWolfHT 2018-11-22 18:36:48 -08:00
parent 7d0964950a
commit b5680b5282

@ -41,8 +41,8 @@ if settings:get_bool("enable_flashbang_grenade") then
on_explode = function(pos, player, self) on_explode = function(pos, player, self)
for k, v in ipairs(minetest.get_objects_inside_radius(pos, 15)) do for k, v in ipairs(minetest.get_objects_inside_radius(pos, 15)) do
if v:is_player() and v:get_hp() > 0 then if v:is_player() and v:get_hp() > 0 then
local playerdir = vector.round(vector.normalize(v:get_look_dir())) local playerdir = vector.round(v:get_look_dir())
local grenadedir = vector.round(vector.normalize(vector.direction(v:get_pos(), pos))) local grenadedir = vector.round(vector.direction(v:get_pos(), pos))
if playerdir.x == grenadedir.x and playerdir.z == grenadedir.z then if playerdir.x == grenadedir.x and playerdir.z == grenadedir.z then
for i = 1, 3, 1 do for i = 1, 3, 1 do