grenades = {} local function throw_grenade(name, player) local dir = player:get_look_dir() local pos = player:get_pos() local obj = minetest.add_entity({x=pos.x+dir.x, y=pos.y+1.3, z=pos.z+dir.z}, name) local yaw = player:get_look_yaw() obj:setvelocity({x=dir.x * 16, y=dir.y * 16, z=dir.z * 16}) obj:setacceleration({x=dir.x * -3, y=-17, z=dir.z * -3}) obj:setyaw(yaw + math.pi) return(obj:get_luaentity()) end function grenades.register_grenade(name, def) minetest.log("\n\n\nREGISTERING "..name.."\n\n\n\n") local grenade_entity = { physical = true, timer = 0, visual = "sprite", visual_size = {x=1, y=1, z=1}, textures = {def.image}, collisionbox = {1, 1, 1, 1, 1, 1}, on_step = function(self, dtime) local pos = self.object:getpos() local node = minetest.get_node(pos) local player if self.timer then self.timer = self.timer + dtime else self.timer = dtime end if self.thrower_name then player = minetest.get_player_by_name(self.thrower_name) end if player and (self.timer > def.timeout or node.name ~= "air") then def.on_explode(pos, player, self) self.object:remove() elseif self.timer > def.timeout or node.name ~= "air" then self.object:remove() end end } minetest.register_entity("grenades:grenade_"..name, grenade_entity) minetest.register_node("grenades:grenade_"..name, { description = def.description, stack_max = 1, range = 4, paramtype = "light", sunlight_propagates = true, drawtype = "plantlike", selection_box = { type = "fixed", fixed = {-0.3, -0.5, -0.3, 0.3, 0.4, 0.3}, }, tiles = {def.image}, inventory_image = def.image, groups = {oddly_breakable_by_hand = 1}, on_use = function(itemstack, user, pointed_thing) local player_name = user:get_player_name() local inv = user:get_inventory() grenade = throw_grenade("grenades:grenade_"..name, user) grenade.timer = 0 grenade.thrower_name = player_name inv:remove_item("main", "grenades:grenade_"..name) end }) end dofile(minetest.get_modpath("grenades").."/grenades.lua")