Set collide_with_objects to false for arrows (#343)

This commit is contained in:
ANAND 2019-02-23 20:41:49 +05:30 committed by rubenwardy
parent 84c55a3d7a
commit b54f6b204d

View file

@ -32,6 +32,7 @@ end
minetest.register_entity("shooter:arrow_entity", {
physical = false,
collide_with_objects = false,
visual = "mesh",
mesh = "shooter_arrow.b3d",
visual_size = {x=1, y=1},
@ -48,7 +49,7 @@ minetest.register_entity("shooter:arrow_entity", {
stop = function(self, pos)
local acceleration = {x=0, y=-10, z=0}
if self.state == "stuck" then
pos = pos or self.object:getpos()
pos = pos or self.object:get_pos()
acceleration = {x=0, y=0, z=0}
end
if pos then
@ -56,24 +57,24 @@ minetest.register_entity("shooter:arrow_entity", {
end
self.object:set_properties({
physical = true,
collisionbox = {-1/8,-1/8,-1/8, 1/8,1/8,1/8},
collisionbox = {-1/8, -1/8, -1/8, 1/8, 1/8, 1/8},
})
self.object:setvelocity({x=0, y=0, z=0})
self.object:setacceleration(acceleration)
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration(acceleration)
end,
strike = function(self, object)
local puncher = self.player
if puncher and shooter:is_valid_object(object) then
if puncher ~= object then
local dir = puncher:get_look_dir()
local p1 = puncher:getpos()
local p2 = object:getpos()
local p1 = puncher:get_pos()
local p2 = object:get_pos()
local tpos = get_target_pos(p1, p2, dir, 0)
shooter:spawn_particles(tpos, SHOOTER_EXPLOSION_TEXTURE)
object:punch(puncher, nil, SHOOTER_ARROW_TOOL_CAPS, dir)
end
end
self:stop(object:getpos())
self:stop(object:get_pos())
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal=1})
@ -129,7 +130,7 @@ minetest.register_entity("shooter:arrow_entity", {
local frame = get_animation_frame(dir)
self.object:set_animation({x=frame, y=frame}, 0)
local objects = minetest.get_objects_inside_radius(pos, 5)
for _,obj in ipairs(objects) do
for _, obj in ipairs(objects) do
if shooter:is_valid_object(obj) and obj ~= self.player then
local collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25}
local offset = SHOOTER_PLAYER_OFFSET
@ -141,7 +142,7 @@ minetest.register_entity("shooter:arrow_entity", {
collisionbox = def.collisionbox or collisionbox
end
end
local opos = vector.add(obj:getpos(), offset)
local opos = vector.add(obj:get_pos(), offset)
local ray = {pos=pos, dir=dir}
local plane = {pos=opos, normal={x=-1, y=0, z=-1}}
local ipos = shooter:get_intersect_pos(ray, plane, collisionbox)
@ -183,7 +184,7 @@ for _, color in pairs(dye_basecolors) do
itemstack:add_wear(65535/SHOOTER_CROSSBOW_USES)
end
itemstack = "shooter:crossbow 1 "..itemstack:get_wear()
local pos = user:getpos()
local pos = user:get_pos()
local dir = user:get_look_dir()
local yaw = user:get_look_yaw()
if pos and dir and yaw then
@ -202,9 +203,9 @@ for _, color in pairs(dye_basecolors) do
})
minetest.sound_play("shooter_throw", {object=obj})
local frame = get_animation_frame(dir)
obj:setyaw(yaw + math.pi)
obj:set_yaw(yaw + math.pi)
obj:set_animation({x=frame, y=frame}, 0)
obj:setvelocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14})
obj:set_velocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14})
if pointed_thing.type ~= "nothing" then
local ppos = minetest.get_pointed_thing_position(pointed_thing, false)
local _, npos = minetest.line_of_sight(pos, ppos, 1)
@ -227,7 +228,7 @@ for _, color in pairs(dye_basecolors) do
return itemstack
end
end
obj:setacceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
obj:set_acceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
end
end
return itemstack
@ -284,7 +285,7 @@ if SHOOTER_ENABLE_CRAFTING == true then
minetest.register_craft({
output = "shooter:arrow_"..color,
recipe = {
{"", "dye:"..color, "shooter:arrow_white"},
{"", "dye:" .. color, "shooter:arrow_white"},
},
})
end