shooter: Fix incorrect eye_height used
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daf09af648
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05033060db
1 changed files with 5 additions and 4 deletions
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@ -26,6 +26,7 @@ SHOOTER_ALLOW_PLAYERS = true
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SHOOTER_OBJECT_RELOAD_TIME = 1
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SHOOTER_OBJECT_UPDATE_TIME = 0.25
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SHOOTER_ROUNDS_UPDATE_TIME = 0.4
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SHOOTER_EYE_HEIGHT = 1.47
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SHOOTER_PLAYER_OFFSET = {x=0, y=1, z=0}
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SHOOTER_ENTITY_OFFSET = {x=0, y=0, z=0}
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SHOOTER_ENTITIES = {}
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@ -271,7 +272,7 @@ function shooter:fire_weapon(user, pointed_thing, def)
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if not v1 or not p1 then
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return
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end
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minetest.add_particle({x=p1.x, y=p1.y + 1.6, z=p1.z},
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minetest.add_particle({x=p1.x, y=p1.y + SHOOTER_EYE_HEIGHT, z=p1.z},
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vector.multiply(v1, {x=30, y=30, z=30}),
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{x=0, y=0, z=0}, 0.5, 0.25,
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false, def.particle
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@ -285,14 +286,14 @@ function shooter:fire_weapon(user, pointed_thing, def)
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object:punch(user, nil, def.tool_caps, v1)
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local p2 = object:getpos()
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local pp = get_particle_pos(p1, v1, vector.distance(p1, p2))
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pp.y = pp.y + 1.75
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pp.y = pp.y + SHOOTER_EYE_HEIGHT
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shooter:spawn_particles(pp, SHOOTER_EXPLOSION_TEXTURE)
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end
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else
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shooter:update_objects()
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table.insert(shooter.rounds, {
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name = def.name,
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pos = vector.add(p1, {x=0, y=1.75, z=0}),
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pos = vector.add(p1, {x=0, y=SHOOTER_EYE_HEIGHT, z=0}),
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ray = v1,
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dist = 0,
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def = def,
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@ -399,7 +400,7 @@ function shooter:blast(pos, radius, fleshy, distance, user)
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local dist = vector.distance(obj_pos, pos)
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local damage = (fleshy * 0.5 ^ dist) * 3
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if dist ~= 0 then
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obj_pos.y = obj_pos.y + 1.7
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obj_pos.y = obj_pos.y + SHOOTER_EYE_HEIGHT
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blast_pos = {x=pos.x, y=pos.y + 4, z=pos.z}
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if minetest.line_of_sight(obj_pos, blast_pos, 1) then
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obj:punch(user or obj, 2.0, {
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