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commented modif make for MFF
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@ -669,7 +669,7 @@ function mobs:register_mob(name, def)
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end
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end
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if self.timer > 3 then
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if self.timer > 3 then
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local pos = vector.round(self.object:getpos())
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local pos = vector.round(self.object:getpos())
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entity_physics(pos, 3, self) -- hurt player/mobs caught in blast area
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entity_physics(pos, 3, self) -- hurt player/mobs caught in blast area --/MFF (Crabman|06/23/2015)add self to use punch function
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if minetest.find_node_near(pos, 1, {"group:water"})
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if minetest.find_node_near(pos, 1, {"group:water"})
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or minetest.is_protected(pos, "") then
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or minetest.is_protected(pos, "") then
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self.object:remove()
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self.object:remove()
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@ -1106,7 +1106,7 @@ function mobs:explosion(pos, radius, fire, smoke, sound)
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local n = minetest.get_node(p).name
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local n = minetest.get_node(p).name
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-- do NOT destroy protection nodes but DO destroy nodes in protected area
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-- do NOT destroy protection nodes but DO destroy nodes in protected area
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if not n:find("protector:")
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if not n:find("protector:")
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and not minetest.is_protected(p, "")
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and not minetest.is_protected(p, "") --/MFF (Crabman|06/23/2015) re-added node protected in areas
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and minetest.get_item_group(n, "unbreakable") ~= 1 then
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and minetest.get_item_group(n, "unbreakable") ~= 1 then
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-- if chest then drop items inside
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-- if chest then drop items inside
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if n == "default:chest" then
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if n == "default:chest" then
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@ -1180,7 +1180,7 @@ function calc_velocity(pos1, pos2, old_vel, power)
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end
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end
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-- modified from TNT mod
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-- modified from TNT mod
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function entity_physics(pos, radius, self)
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function entity_physics(pos, radius, self) --/MFF (Crabman|06/23/2015)add self to use punch function
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radius = radius * 2
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radius = radius * 2
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local objs = minetest.get_objects_inside_radius(pos, radius)
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local objs = minetest.get_objects_inside_radius(pos, radius)
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local obj_pos, obj_vel, dist
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local obj_pos, obj_vel, dist
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@ -1192,7 +1192,7 @@ function entity_physics(pos, radius, self)
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obj:setvelocity(calc_velocity(pos, obj_pos, obj_vel, radius * 10))
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obj:setvelocity(calc_velocity(pos, obj_pos, obj_vel, radius * 10))
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end
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end
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--local damage = (4 / dist) * radius
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--local damage = (4 / dist) * radius
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obj:punch(self.object, 1.0,{full_punch_interval=1.0, damage_groups = {fleshy=self.damage} })
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obj:punch(self.object, 1.0,{full_punch_interval=1.0, damage_groups = {fleshy=self.damage} })--/MFF (Crabman|06/23/2015) use punch
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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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end
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end
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end
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end
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