shooter: Fix incorrect eye_height used (#386)

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rubenwardy 2019-03-20 17:47:26 +00:00 committed by GitHub
commit 682f63d74b
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@ -26,6 +26,7 @@ SHOOTER_ALLOW_PLAYERS = true
SHOOTER_OBJECT_RELOAD_TIME = 1
SHOOTER_OBJECT_UPDATE_TIME = 0.25
SHOOTER_ROUNDS_UPDATE_TIME = 0.4
SHOOTER_EYE_HEIGHT = 1.47
SHOOTER_PLAYER_OFFSET = {x=0, y=1, z=0}
SHOOTER_ENTITY_OFFSET = {x=0, y=0, z=0}
SHOOTER_ENTITIES = {}
@ -271,7 +272,7 @@ function shooter:fire_weapon(user, pointed_thing, def)
if not v1 or not p1 then
return
end
minetest.add_particle({x=p1.x, y=p1.y + 1.6, z=p1.z},
minetest.add_particle({x=p1.x, y=p1.y + SHOOTER_EYE_HEIGHT, z=p1.z},
vector.multiply(v1, {x=30, y=30, z=30}),
{x=0, y=0, z=0}, 0.5, 0.25,
false, def.particle
@ -285,14 +286,14 @@ function shooter:fire_weapon(user, pointed_thing, def)
object:punch(user, nil, def.tool_caps, v1)
local p2 = object:getpos()
local pp = get_particle_pos(p1, v1, vector.distance(p1, p2))
pp.y = pp.y + 1.75
pp.y = pp.y + SHOOTER_EYE_HEIGHT
shooter:spawn_particles(pp, SHOOTER_EXPLOSION_TEXTURE)
end
else
shooter:update_objects()
table.insert(shooter.rounds, {
name = def.name,
pos = vector.add(p1, {x=0, y=1.75, z=0}),
pos = vector.add(p1, {x=0, y=SHOOTER_EYE_HEIGHT, z=0}),
ray = v1,
dist = 0,
def = def,
@ -399,7 +400,7 @@ function shooter:blast(pos, radius, fleshy, distance, user)
local dist = vector.distance(obj_pos, pos)
local damage = (fleshy * 0.5 ^ dist) * 3
if dist ~= 0 then
obj_pos.y = obj_pos.y + 1.7
obj_pos.y = obj_pos.y + SHOOTER_EYE_HEIGHT
blast_pos = {x=pos.x, y=pos.y + 4, z=pos.z}
if minetest.line_of_sight(obj_pos, blast_pos, 1) then
obj:punch(user or obj, 2.0, {