Extend throwing.register_bow, change params order

This commit is contained in:
upsilon
2017-06-21 17:08:32 +02:00
parent 4930d2f518
commit 000c16d292
3 changed files with 51 additions and 32 deletions

View File

@ -39,11 +39,12 @@ Definition: definition table, containing:
* texture (essential): texture of the bow, shown in inventory.
* groups (optional): groups of the item.
* uses: number of uses of the bow (default is 50).
* allow_shot (optional): function(player, itemstack):
* allow_shot (optional): function(player, itemstack, index):
- player: the player using the bow
- itemstack: the itemstack of the bow
- should return true if the shot can be made, and false otherwise
- default for this is function(player, itemstack) return throwing.is_arrow(itemstack) end
- the default function checks that the arrow to be thrown is a registered arrow
- it can return a second return value, which is the new itemstack
* throw_itself (optional): whether the bow should throw itself instead of the arrow next to it in the inventory.
If present, allow_shot is ignored.
Default is false.
@ -69,7 +70,7 @@ Definition: definition table, containing:
* target (optional, defaulting to throwing.target_both): what the arrow is able to hit (throwing.target_node, throwing.target_object, throwing.target_both).
* allow_protected (optional, defaulting to false): whether the arrow can be throw in a protected area
* on_hit_sound (optional): sound played when the arrow hits a node or an object.
* on_hit(pos, last_pos, node, object, hitter, data, self) (optional but very useful): callback function:
* on_hit(self, pos, last_pos, node, object, hitter, data) (optional but very useful): callback function:
- pos: the position of the hit node or object.
- last_pos: the last air node where the arrow was
- node and object: hit node or object. Either node or object is nil, depending
@ -79,15 +80,15 @@ Definition: definition table, containing:
- self: the arrow entity table (it allows you to hack a lot!)
- If it fails, it should return:
false[, reason]
* on_throw(pos, thrower, next_index, data, self) (optional): callback function: on_throw:
* on_throw(self, pos, thrower, itemstack, index, data) (optional): callback function: on_throw:
- pos: the position from where the arrow is throw (which a bit higher than the hitter position)
- thrower: an ObjectRef to the thrower player
- next_index: the index next to the arrow in the "main" inventory
- data: a data table associated to the entity where you can store what you want
- self: the arrow entity table
- If the arrow shouldn't be throw, it should return false.
- If the arrow shouldn't be thrown, it should return false.
* on_throw_sound (optional, there is a default sound, specify "" for no sound): sound to be played when the arrow is throw
* on_hit_fails(pos, thrower, data, self) (optional): callback function called if the hit failed (e.g. because on_hit returned false or because the area was protected)
* on_hit_fails(self, pos, thrower, data) (optional): callback function called if the hit failed (e.g. because on_hit returned false or because the area was protected)
]]
-- Example: