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Fix TNT mod crash when entities disappear during explosion (#2616)
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@ -163,9 +163,8 @@ local function entity_physics(pos, radius, drops)
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local damage = (4 / dist) * radius
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local damage = (4 / dist) * radius
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if obj:is_player() then
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if obj:is_player() then
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-- currently the engine has no method to set
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-- we knock the player back 1.0 node, and slightly upwards
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-- player velocity. See #2960
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-- TODO: switch to add_player_velocity() introduced in 5.1
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-- instead, we knock the player back 1.0 node, and slightly upwards
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local dir = vector.normalize(vector.subtract(obj_pos, pos))
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local dir = vector.normalize(vector.subtract(obj_pos, pos))
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local moveoff = vector.multiply(dir, dist + 1.0)
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local moveoff = vector.multiply(dir, dist + 1.0)
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local newpos = vector.add(pos, moveoff)
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local newpos = vector.add(pos, moveoff)
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@ -174,31 +173,35 @@ local function entity_physics(pos, radius, drops)
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obj:set_hp(obj:get_hp() - damage)
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obj:set_hp(obj:get_hp() - damage)
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else
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else
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local do_damage = true
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local do_knockback = true
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local entity_drops = {}
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local luaobj = obj:get_luaentity()
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local luaobj = obj:get_luaentity()
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local objdef = minetest.registered_entities[luaobj.name]
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if objdef and objdef.on_blast then
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-- object might have disappeared somehow
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do_damage, do_knockback, entity_drops = objdef.on_blast(luaobj, damage)
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if luaobj then
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end
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local do_damage = true
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local do_knockback = true
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local entity_drops = {}
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local objdef = minetest.registered_entities[luaobj.name]
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if do_knockback then
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if objdef and objdef.on_blast then
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local obj_vel = obj:get_velocity()
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do_damage, do_knockback, entity_drops = objdef.on_blast(luaobj, damage)
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obj:set_velocity(calc_velocity(pos, obj_pos,
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end
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obj_vel, radius * 10))
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end
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if do_knockback then
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if do_damage then
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local obj_vel = obj:get_velocity()
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if not obj:get_armor_groups().immortal then
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obj:set_velocity(calc_velocity(pos, obj_pos,
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obj:punch(obj, 1.0, {
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obj_vel, radius * 10))
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full_punch_interval = 1.0,
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end
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damage_groups = {fleshy = damage},
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if do_damage then
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}, nil)
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if not obj:get_armor_groups().immortal then
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obj:punch(obj, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = damage},
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}, nil)
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end
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end
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for _, item in pairs(entity_drops) do
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add_drop(drops, item)
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end
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end
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end
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for _, item in pairs(entity_drops) do
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add_drop(drops, item)
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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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end
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