Make grenade work, make grenades less rare
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parent
384af5d073
commit
2321195c7a
9 changed files with 33 additions and 32 deletions
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@ -23,7 +23,11 @@ function ctf_events.post(action, one, two)
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end
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end
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ctf.register_on_killedplayer(function(victim, killer, type)
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ctf.register_on_killedplayer(function(victim, killer, type)
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ctf_events.post("kill_" .. type, killer, victim)
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if killer == victim then
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ctf_events.post("kill_grenade", nil, victim)
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else
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ctf_events.post("kill_" .. type, killer, victim)
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end
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ctf_events.update_all()
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ctf_events.update_all()
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end)
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end)
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@ -47,21 +51,25 @@ function ctf_events.update_row(i, player, name, tplayer, evt)
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local y_pos = i * 20
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local y_pos = i * 20
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-- One
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-- One
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local tone_text, tone_hex = ctf_colors.get_color(evt.one, ctf.player(evt.one))
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if evt.one then
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if hud:exists(player, idx) then
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local tone_text, tone_hex = ctf_colors.get_color(evt.one, ctf.player(evt.one))
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hud:change(player, idx, "text", evt.one)
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if hud:exists(player, idx) then
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hud:change(player, idx, "number", tone_hex)
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hud:change(player, idx, "text", evt.one)
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hud:change(player, idx, "number", tone_hex)
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else
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local tmp = {
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hud_elem_type = "text",
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position = {x = 0, y = 0.8},
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scale = {x = 200, y = 100},
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text = evt.one,
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number = tone_hex,
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offset = {x = 145, y = -y_pos},
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alignment = {x = -1, y = 0}
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}
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hud:add(player, idx, tmp)
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end
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else
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else
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local tmp = {
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hud:remove(player, idx)
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hud_elem_type = "text",
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position = {x = 0, y = 0.8},
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scale = {x = 200, y = 100},
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text = evt.one,
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number = tone_hex,
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offset = {x = 145, y = -y_pos},
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alignment = {x = -1, y = 0}
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}
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hud:add(player, idx, tmp)
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end
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end
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-- Two
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-- Two
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@ -1 +1 @@
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Subproject commit f3d2dc934a0f7a06c430bcb35d7275d5bd6d5525
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Subproject commit f3379d0dfde59a09c4065b0f424ce8a61e2593f9
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@ -12,7 +12,7 @@ treasurer.register_treasure("shooter:crossbow",0.5,2,{1,5})
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treasurer.register_treasure("shooter:pistol",0.4,2,{1,5})
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treasurer.register_treasure("shooter:pistol",0.4,2,{1,5})
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treasurer.register_treasure("shooter:rifle",0.1,2,{1,2})
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treasurer.register_treasure("shooter:rifle",0.1,2,{1,2})
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treasurer.register_treasure("shooter:shotgun",0.05,2,1)
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treasurer.register_treasure("shooter:shotgun",0.05,2,1)
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treasurer.register_treasure("shooter:grenade",0.01,2,{1,5})
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treasurer.register_treasure("shooter:grenade",0.05,2,1)
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treasurer.register_treasure("shooter:machine_gun",0.01,2,1)
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treasurer.register_treasure("shooter:machine_gun",0.01,2,1)
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treasurer.register_treasure("shooter:ammo",0.3,2,{1,10})
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treasurer.register_treasure("shooter:ammo",0.3,2,{1,10})
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treasurer.register_treasure("shooter:arrow_white",0.5,2,{1,10})
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treasurer.register_treasure("shooter:arrow_white",0.5,2,{1,10})
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2
mods/shooter/description.txt
Normal file
2
mods/shooter/description.txt
Normal file
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@ -0,0 +1,2 @@
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First person shooter mod.
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Adds firearms plus a few other fun items.
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1
mods/shooter/mod.conf
Normal file
1
mods/shooter/mod.conf
Normal file
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@ -0,0 +1 @@
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name = shooter
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BIN
mods/shooter/screenshot.png
Normal file
BIN
mods/shooter/screenshot.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 175 KiB |
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@ -393,7 +393,7 @@ function shooter:blast(pos, radius, fleshy, distance, user)
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obj_pos.y = obj_pos.y + 1.7
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obj_pos.y = obj_pos.y + 1.7
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blast_pos = {x=pos.x, y=pos.y + 4, z=pos.z}
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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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if minetest.line_of_sight(obj_pos, blast_pos, 1) then
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obj:punch(obj, 1.0, {
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obj:punch(obj, 2.0, {
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full_punch_interval = 1.0,
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full_punch_interval = 1.0,
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damage_groups = {fleshy=damage},
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damage_groups = {fleshy=damage},
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})
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})
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BIN
mods/shooter/textures/tnt_smoke.png
Normal file
BIN
mods/shooter/textures/tnt_smoke.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 202 B |
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@ -80,22 +80,12 @@ minetest.register_entity("shooter:turret_entity", {
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get_turret_entity(self.pos)
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get_turret_entity(self.pos)
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end,
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end,
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on_rightclick = function(self, clicker)
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on_rightclick = function(self, clicker)
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if self.player == nil then
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if self.player then
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self.player:set_detach()
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self.player = nil
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else
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clicker:set_attach(self.object, "", {x=0,y=5,z=-8}, {x=0,y=0,z=0})
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clicker:set_attach(self.object, "", {x=0,y=5,z=-8}, {x=0,y=0,z=0})
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self.player = clicker
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self.player = clicker
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else
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self.player:set_detach()
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local yaw = self.yaw + math.pi / 2
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local dir = vector.normalize({
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x = math.cos(yaw),
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y = 0,
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z = math.sin(yaw),
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})
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local pos = vector.subtract(self.player:getpos(), dir)
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minetest.after(0.2, function(player)
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player:setpos(pos)
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end, self.player)
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self.player = nil
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end
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end
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end,
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end,
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on_step = function(self, dtime)
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on_step = function(self, dtime)
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