2015-03-27 15:22:12 +01:00
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--~
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--~ Shot and reload system
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--~
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function throwing_shoot_arrow (itemstack, player, stiffness, is_cross)
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local arrow = itemstack:get_metadata()
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itemstack:set_metadata("")
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player:set_wielded_item(itemstack)
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local playerpos = player:getpos()
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local obj = minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, arrow)
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local dir = player:get_look_dir()
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obj:setvelocity({x=dir.x*stiffness, y=dir.y*stiffness, z=dir.z*stiffness})
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obj:setacceleration({x=dir.x*-3, y=-10, z=dir.z*-3})
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obj:setyaw(player:get_look_yaw()+math.pi)
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if is_cross then
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minetest.sound_play("throwing_crossbow_sound", {pos=playerpos})
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else
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minetest.sound_play("throwing_bow_sound", {pos=playerpos})
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end
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if obj:get_luaentity().player == "" then
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obj:get_luaentity().player = player
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end
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2015-03-27 15:39:32 +01:00
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obj:get_luaentity().stack = player:get_inventory():get_stack("main", player:get_wield_index()-1)
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2015-03-27 15:22:12 +01:00
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obj:get_luaentity().inventory = player:get_inventory()
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return true
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end
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function throwing_unload (itemstack, player, unloaded, wear)
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if itemstack:get_metadata() then
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for _,arrow in ipairs(throwing_arrows) do
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if itemstack:get_metadata() == arrow[2] then
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if not minetest.setting_getbool("creative_mode") then
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player:get_inventory():add_item("main", arrow[1])
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end
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end
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end
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end
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if wear >= 65535 then
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player:set_wielded_item({})
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else
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player:set_wielded_item({name=unloaded, wear=wear})
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end
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end
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function throwing_reload (itemstack, player, pos, is_cross, loaded)
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if itemstack:get_name() == player:get_wielded_item():get_name() then
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if (pos.x == player:getpos().x and pos.y == player:getpos().y and pos.z == player:getpos().z) or not is_cross then
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local wear = itemstack:get_wear()
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for _,arrow in ipairs(throwing_arrows) do
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if player:get_inventory():get_stack("main", player:get_wield_index()+1):get_name() == arrow[1] then
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if not minetest.setting_getbool("creative_mode") then
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player:get_inventory():remove_item("main", arrow[1])
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end
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meta = arrow[2]
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player:set_wielded_item({name=loaded, wear=wear, metadata=meta})
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end
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end
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end
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end
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end
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