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pass mesh to arrow (thx kiedtl)
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3
api.lua
3
api.lua
@ -18,7 +18,7 @@ end
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-- Global table
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mobs = {
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mod = "redo", version = "20250118",
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mod = "redo", version = "20250120",
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spawning_mobs = {}, translate = S,
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node_snow = has(minetest.registered_aliases["mapgen_snow"])
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or has("mcl_core:snow") or has("default:snow") or "air",
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@ -3827,6 +3827,7 @@ function mobs:register_arrow(name, def)
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static_save = false,
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visual = def.visual,
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visual_size = def.visual_size,
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mesh = def.mesh,
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textures = def.textures,
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collisionbox = def.collisionbox or {-.1, -.1, -.1, .1, .1, .1},
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glow = def.glow,
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1
api.txt
1
api.txt
@ -567,6 +567,7 @@ This function registers a arrow for mobs with the attack type shoot.
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'definition' is a table with the following values:
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'visual' same is in minetest.register_entity()
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'visual_size' same is in minetest.register_entity()
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'mesh' same is in minetest.register_entity()
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'textures' same is in minetest.register_entity()
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'collide_with_objects' same as above
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'velocity' the velocity of the arrow
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