diff --git a/mods/pvp/shooter/shooter.lua b/mods/pvp/shooter/shooter.lua index 2aba516..cbb02e6 100644 --- a/mods/pvp/shooter/shooter.lua +++ b/mods/pvp/shooter/shooter.lua @@ -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, {