Update 1.1.3

This commit is contained in:
Noodlemire 2020-08-15 17:51:54 -05:00
parent 380cac76c9
commit acec85fd1d
2 changed files with 14 additions and 10 deletions

@ -51,3 +51,4 @@ v1.1.3:
Fixes:
-A crash that could occur from pulverizing a charging weapon.
-node_damage mod not actually being optional, and causing a crash when not included.

@ -485,19 +485,22 @@ if tnt then
--Upon impact, create a small explosion.
on_impact = function(self, collisions)
local pos = self.object:get_pos()
local r = 4
tnt.boom(self.object:get_pos(), {radius = 2, damage_radius = 2})
tnt.boom(pos, {radius = 2, damage_radius = 2})
for a = -r, r do
for b = -r, r do
for c = -r, r do
local npos = vector.add(pos, {x=a, y=b, z=c})
local dist = vector.distance(pos, npos)
local num = math.random(0, math.ceil(r / math.max(1, dist)))
if node_damage then
local r = 4
if dist <= r and num > 0 then
node_damage.damage(npos, nil, nil, num)
for a = -r, r do
for b = -r, r do
for c = -r, r do
local npos = vector.add(pos, {x=a, y=b, z=c})
local dist = vector.distance(pos, npos)
local num = math.random(0, math.ceil(r / math.max(1, dist)))
if dist <= r and num > 0 then
node_damage.damage(npos, nil, nil, num)
end
end
end
end