Fix calculation of pos2.

This needs to always be done, even if passed a pos.
This commit is contained in:
Auke Kok 2016-03-10 15:27:22 -08:00
parent e79965e3e8
commit 0cdcb34d6b
1 changed files with 12 additions and 12 deletions

View File

@ -57,18 +57,19 @@ local function choose_pos(pos)
local r = rng:next(1, playercount)
local randomplayer = playerlist[r]
pos = randomplayer:getpos()
end
-- avoid striking underground
if pos.y < -20 then
return nil, nil
end
-- avoid striking underground
if pos.y < -20 then
return nil, nil
end
pos.x = math.floor(pos.x - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
pos.y = pos.y + (lightning.range_v / 2)
pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
pos.x = math.floor(pos.x - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
pos.y = pos.y + (lightning.range_v / 2)
pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
end
local b, pos2 = minetest.line_of_sight(pos, {x = pos.x, y = pos.y - lightning.range_v, z = pos.z}, 1)
-- nothing but air found
if b then
return nil, nil
@ -91,11 +92,10 @@ lightning.strike = function(pos)
end
local pos2
pos, pos2 = choose_pos(pos)
if not pos then
pos, pos2 = choose_pos()
if not pos then
return false
end
return false
end
minetest.add_particlespawner({