2015-06-03 22:23:21 +02:00
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minetest.register_craftitem("throwing:arrow_tnt", {
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description = "TNT arrow",
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inventory_image = "throwing_arrow_tnt.png",
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})
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minetest.register_node("throwing:arrow_tnt_box", {
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drawtype = "nodebox",
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node_box = {
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type = "fixed",
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fixed = {
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-- Shaft
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{-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
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--Spitze
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{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
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{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
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--Federn
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{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
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{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
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{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
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{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
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2015-06-10 17:14:58 +02:00
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2015-06-03 22:23:21 +02:00
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{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
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{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
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{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
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{7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
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}
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},
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tiles = {"throwing_arrow_tnt.png", "throwing_arrow_tnt.png", "throwing_arrow_tnt_back.png", "throwing_arrow_tnt_front.png", "throwing_arrow_tnt_2.png", "throwing_arrow_tnt.png"},
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groups = {not_in_creative_inventory=1},
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})
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local THROWING_ARROW_ENTITY={
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physical = false,
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timer=0,
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visual = "wielditem",
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visual_size = {x=0.1, y=0.1},
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textures = {"throwing:arrow_tnt_box"},
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lastpos={},
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collisionbox = {0,0,0,0,0,0},
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}
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-- TNT functions copied, would be nice to directly call them through an API...
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-- loss probabilities array (one in X will be lost)
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local loss_prob = {}
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loss_prob["default:cobble"] = 3
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loss_prob["default:dirt"] = 4
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local radius = tonumber(minetest.setting_get("tnt_radius") or 3)
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-- Fill a list with data for content IDs, after all nodes are registered
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local cid_data = {}
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minetest.after(0, function()
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for name, def in pairs(minetest.registered_nodes) do
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cid_data[minetest.get_content_id(name)] = {
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name = name,
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drops = def.drops,
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flammable = def.groups.flammable,
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}
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end
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end)
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local function rand_pos(center, pos, radius)
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pos.x = center.x + math.random(-radius, radius)
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pos.z = center.z + math.random(-radius, radius)
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end
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local function eject_drops(drops, pos, radius)
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local drop_pos = vector.new(pos)
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for _, item in pairs(drops) do
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local count = item:get_count()
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local max = item:get_stack_max()
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if count > max then
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item:set_count(max)
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end
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while count > 0 do
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if count < max then
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item:set_count(count)
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end
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rand_pos(pos, drop_pos, radius)
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local obj = minetest.add_item(drop_pos, item)
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if obj then
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obj:get_luaentity().collect = true
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obj:setacceleration({x=0, y=-10, z=0})
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obj:setvelocity({x=math.random(-3, 3), y=10,
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z=math.random(-3, 3)})
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end
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count = count - max
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end
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end
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end
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local function add_drop(drops, item)
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item = ItemStack(item)
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local name = item:get_name()
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if loss_prob[name] ~= nil and math.random(1, loss_prob[name]) == 1 then
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return
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end
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local drop = drops[name]
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if drop == nil then
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drops[name] = item
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else
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drop:set_count(drop:get_count() + item:get_count())
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end
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end
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local fire_node = {name="fire:basic_flame"}
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local function destroy(drops, pos, cid)
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if minetest.is_protected(pos, "") then
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return
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end
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local def = cid_data[cid]
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if def and def.flammable then
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minetest.set_node(pos, fire_node)
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else
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minetest.dig_node(pos)
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if def then
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local node_drops = minetest.get_node_drops(def.name, "")
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for _, item in ipairs(node_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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local function calc_velocity(pos1, pos2, old_vel, power)
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local vel = vector.direction(pos1, pos2)
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vel = vector.normalize(vel)
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vel = vector.multiply(vel, power)
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-- Divide by distance
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local dist = vector.distance(pos1, pos2)
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dist = math.max(dist, 1)
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vel = vector.divide(vel, dist)
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-- Add old velocity
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vel = vector.add(vel, old_vel)
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return vel
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end
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local function entity_physics(pos, radius)
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-- Make the damage radius larger than the destruction radius
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radius = radius * 2
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local objs = minetest.get_objects_inside_radius(pos, radius)
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for _, obj in pairs(objs) do
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local obj_pos = obj:getpos()
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local obj_vel = obj:getvelocity()
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local dist = math.max(1, vector.distance(pos, obj_pos))
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if obj_vel ~= nil then
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obj:setvelocity(calc_velocity(pos, obj_pos,
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obj_vel, radius * 10))
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end
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local damage = (5 / dist) * radius
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obj:set_hp(obj:get_hp() - damage)
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end
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end
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local function add_effects(pos, radius)
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minetest.add_particlespawner({
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amount = 128,
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time = 1,
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minpos = vector.subtract(pos, radius / 2),
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maxpos = vector.add(pos, radius / 2),
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minvel = {x=-20, y=-20, z=-20},
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maxvel = {x=20, y=20, z=20},
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minacc = vector.new(),
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maxacc = vector.new(),
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minexptime = 1,
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maxexptime = 3,
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minsize = 8,
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maxsize = 16,
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texture = "tnt_smoke.png",
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})
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end
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local function explode(pos, radius)
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local pos = vector.round(pos)
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local vm = VoxelManip()
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local pr = PseudoRandom(os.time())
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local p1 = vector.subtract(pos, radius)
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local p2 = vector.add(pos, radius)
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local minp, maxp = vm:read_from_map(p1, p2)
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local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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local data = vm:get_data()
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local drops = {}
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local p = {}
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local c_air = minetest.get_content_id("air")
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local c_tnt = minetest.get_content_id("tnt:tnt")
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local c_tnt_burning = minetest.get_content_id("tnt:tnt_burning")
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local c_gunpowder = minetest.get_content_id("tnt:gunpowder")
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local c_gunpowder_burning = minetest.get_content_id("tnt:gunpowder_burning")
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local c_boom = minetest.get_content_id("tnt:boom")
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local c_fire = minetest.get_content_id("fire:basic_flame")
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for z = -radius, radius do
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for y = -radius, radius do
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local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
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for x = -radius, radius do
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if (x * x) + (y * y) + (z * z) <=
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(radius * radius) + pr:next(-radius, radius) then
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local cid = data[vi]
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p.x = pos.x + x
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p.y = pos.y + y
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p.z = pos.z + z
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if cid == c_tnt or cid == c_gunpowder then
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burn(p)
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elseif cid ~= c_tnt_burning and
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cid ~= c_gunpowder_burning and
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cid ~= c_air and
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cid ~= c_fire and
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cid ~= c_boom then
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destroy(drops, p, cid)
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end
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end
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vi = vi + 1
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end
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end
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end
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return drops
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end
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local function boom(pos)
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minetest.sound_play("tnt_explode", {pos=pos, gain=1.5, max_hear_distance=2*64})
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minetest.set_node(pos, {name="tnt:boom"})
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minetest.get_node_timer(pos):start(0.5)
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local drops = explode(pos, radius)
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entity_physics(pos, radius)
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eject_drops(drops, pos, radius)
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add_effects(pos, radius)
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end
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-- Back to the arrow
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THROWING_ARROW_ENTITY.on_step = function(self, dtime)
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self.timer=self.timer+dtime
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local pos = self.object:getpos()
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local node = minetest.get_node(pos)
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if self.timer>0.2 then
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local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
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for k, obj in pairs(objs) do
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if obj:get_luaentity() ~= nil then
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if obj:get_luaentity().name ~= "throwing:arrow_tnt_entity" and obj:get_luaentity().name ~= "__builtin:item" then
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self.object:remove()
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boom(pos)
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end
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end
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end
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end
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if self.lastpos.x~=nil then
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if node.name ~= "air" then
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self.object:remove()
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boom(self.lastpos)
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end
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end
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self.lastpos={x=pos.x, y=pos.y, z=pos.z}
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end
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minetest.register_entity("throwing:arrow_tnt_entity", THROWING_ARROW_ENTITY)
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minetest.register_craft({
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output = 'throwing:arrow_tnt',
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recipe = {
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{'default:stick', 'tnt:tnt', 'default:bronze_ingot'},
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}
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})
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minetest.register_craft({
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output = 'throwing:arrow_tnt',
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recipe = {
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{'default:bronze_ingot', 'tnt:tnt', 'default:stick'},
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}
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})
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