Switch TNT explosions to use add_player_velocity (#2674)

This commit is contained in:
sfan5 2020-05-10 14:10:29 +02:00 committed by GitHub
parent b6f17ce9ce
commit 52ece86a66

@ -22,7 +22,7 @@ local tnt_radius = tonumber(minetest.settings:get("tnt_radius") or 3)
-- Fill a list with data for content IDs, after all nodes are registered -- Fill a list with data for content IDs, after all nodes are registered
local cid_data = {} local cid_data = {}
minetest.after(0, function() minetest.register_on_mods_loaded(function()
for name, def in pairs(minetest.registered_nodes) do for name, def in pairs(minetest.registered_nodes) do
cid_data[minetest.get_content_id(name)] = { cid_data[minetest.get_content_id(name)] = {
name = name, name = name,
@ -163,13 +163,9 @@ local function entity_physics(pos, radius, drops)
local damage = (4 / dist) * radius local damage = (4 / dist) * radius
if obj:is_player() then if obj:is_player() then
-- we knock the player back 1.0 node, and slightly upwards
-- TODO: switch to add_player_velocity() introduced in 5.1
local dir = vector.normalize(vector.subtract(obj_pos, pos)) local dir = vector.normalize(vector.subtract(obj_pos, pos))
local moveoff = vector.multiply(dir, dist + 1.0) local moveoff = vector.multiply(dir, 2 / dist * radius)
local newpos = vector.add(pos, moveoff) obj:add_player_velocity(moveoff)
newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0})
obj:set_pos(newpos)
obj:set_hp(obj:get_hp() - damage) obj:set_hp(obj:get_hp() - damage)
else else