forked from mtcontrib/spears
Update 2.3
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@ -7,7 +7,7 @@ function spears_throw (itemstack, player, pointed_thing)
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local pitch = player:get_look_vertical()
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local yaw = player:get_look_horizontal()
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local rotation = vector.new(0, yaw + math.pi/2, pitch + math.pi/6)
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-- Plant into node
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-- Stick into node
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if pointed_thing.type == "node" then
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local node = minetest.get_node(pointed_thing.under)
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if minetest.registered_nodes[node.name].walkable and vector.distance(pointed_thing.above, throw_pos) < 1 then
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@ -23,7 +23,7 @@ function spears_throw (itemstack, player, pointed_thing)
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while vector.distance(player_pos, throw_pos) < 1.2 do
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throw_pos = vector.add(throw_pos, vector.multiply(direction, 0.1))
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end
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local player_vel = player:get_player_velocity()
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local player_vel = player:get_velocity()
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local spear_object = minetest.add_entity(throw_pos, spear)
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spear_object:set_velocity(vector.add(player_vel, vector.multiply(direction, throw_speed)))
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spear_object:set_rotation(rotation)
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@ -63,6 +63,7 @@ function spears_set_entity(spear_type, base_damage, toughness)
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self.object:remove()
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return
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end
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local pos = self.object:get_pos()
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local velocity = self.object:get_velocity()
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local speed = vector.length(velocity)
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-- Spear is stuck ?
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@ -72,21 +73,20 @@ function spears_set_entity(spear_type, base_damage, toughness)
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if node_cracky and node_cracky < 3 then
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minetest.sound_play("default_metal_footstep", {pos = pos}, true)
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self.object:remove()
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minetest.add_item(self.object:get_pos(), {name='spears:spear_' .. spear_type, wear = self._wear})
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minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear})
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elseif not self._node_walkable then
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minetest.sound_play("default_place_node", {pos = throw_pos}, true)
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minetest.sound_play("default_place_node", {pos = pos}, true)
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end
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self._node_walkable = minetest.registered_nodes[node.name].walkable
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if not node or not self._node_walkable then -- Fall when node is removed
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self.object:remove()
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minetest.add_item(self.object:get_pos(), {name='spears:spear_' .. spear_type, wear = self._wear})
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minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear})
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return
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end
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else -- Spear is flying
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local direction = vector.normalize(velocity)
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local yaw = minetest.dir_to_yaw(direction)
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local pitch = math.acos(velocity.y/speed) - math.pi/3
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local pos = self.object:get_pos()
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local spearhead_pos = vector.add(pos, vector.multiply(direction, 0.5))
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local node = minetest.get_node(spearhead_pos)
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self.object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch})
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