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Rename on_punch callback to avoid potential conflict with nodes
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@ -90,7 +90,7 @@ Additional fields supported by 3d_armor:
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on_unequip = <function>
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on_destroy = <function>
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on_damage = <function>
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on_punch = <function>
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on_punched = <function>
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armor:register_armor_group(group, base)
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@ -163,11 +163,11 @@ on_equip = func(player, index, stack)
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on_unequip = func(player, index, stack)
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on_destroy = func(player, index, stack)
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on_damage = func(player, index, stack)
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on_punch = func(player, hitter, time_from_last_punch, tool_capabilities)
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on_punched = func(player, hitter, time_from_last_punch, tool_capabilities)
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Notes:
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`on_punch` is called every time a player is punched or takes damage, `hitter`,
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`on_punched` is called every time a player is punched or takes damage, `hitter`,
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`time_from_last_punch` and `tool_capabilities` can be `nil` and will be in the
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case of fall damage, etc. When fire protection is enabled, hitter == "fire"
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in the event of fire damage. Return `false` to override armor damage effects.
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@ -305,8 +305,8 @@ armor.punch = function(self, player, hitter, time_from_last_punch, tool_capabili
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local use = minetest.get_item_group(name, "armor_use") or 0
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local damage = use > 0
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local def = stack:get_definition() or {}
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if type(def.on_punch) == "function" then
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damage = def.on_punch(player, hitter, time_from_last_punch,
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if type(def.on_punched) == "function" then
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damage = def.on_punched(player, hitter, time_from_last_punch,
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tool_capabilities) ~= false and damage == true
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end
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if damage == true and tool_capabilities then
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@ -29,7 +29,7 @@ armor:register_armor("shields:shield_admin", {
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description = S("Admin Shield"),
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inventory_image = "shields_inv_shield_admin.png",
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groups = {armor_shield=1000, armor_heal=100, armor_use=0, not_in_creative_inventory=1},
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on_punch = function(player, hitter, time_from_last_punch, tool_capabilities)
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on_punched = function(player, hitter, time_from_last_punch, tool_capabilities)
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if type(hitter) == "userdata" then
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if hitter:is_player() then
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hitter:set_wielded_item("")
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