Fix grapple teleportation after death

Fixes #570
This commit is contained in:
rubenwardy 2020-03-17 00:16:18 +00:00
parent f2003266a7
commit d92670f93c

View file

@ -142,10 +142,57 @@ end
minetest.registered_entities["shooter_crossbow:arrow_entity"].collide_with_objects = false
minetest.registered_entities["shooter_hook:hook"].on_activate = function(self, staticdata)
self.object:set_armor_groups({fleshy=0})
if staticdata == "expired" then
self.object:remove()
return
end
end
local function check_grapple(self, node, pos, above)
local player = minetest.get_player_by_name(self.user)
if not player then
return
end
local counter = player:get_meta():get_int("death_counter")
if self.counter ~= counter then
return
end
-- Check for teleportation
if minetest.get_item_group(node.name, "liquid") == 0 and
minetest.get_node(pos).name == "air" and
minetest.get_node(above).name == "air" then
player:move_to(pos)
else
-- Failed to teleport, return to inventory
self.itemstack = player:get_inventory():add_item("main", self.itemstack)
end
-- Drop remaining stack
if not self.itemstack:is_empty() and minetest.get_item_group(node.name, "lava") == 0 then
minetest.add_item(pos, self.itemstack)
end
end
minetest.registered_entities["shooter_hook:hook"].on_step = function(self, dtime)
if not self.user then
return
end
if not self.counter then
local player = minetest.get_player_by_name(self.user)
if player then
self.counter = player:get_meta():get_int("death_counter")
else
self.object:remove()
return
end
end
self.timer = self.timer + dtime
if self.timer > 0.25 then
local pos = self.object:get_pos()
@ -160,34 +207,22 @@ minetest.registered_entities["shooter_hook:hook"].on_step = function(self, dtime
self.object:set_velocity({x=0, y=-10, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
-- Check for teleportation
if minetest.get_item_group(node.name, "liquid") == 0 and
minetest.get_node(pos).name == "air" and
minetest.get_node(above).name == "air" then
local player = minetest.get_player_by_name(self.user)
if player then
player:move_to(pos)
end
else
-- Failed to teleport, return to inventory
local player = minetest.get_player_by_name(self.user)
if player then
self.itemstack = player:get_inventory():add_item("main", self.itemstack)
end
end
check_grapple(self, node, pos, above)
-- Drop remaining stack
if not self.itemstack:is_empty() and minetest.get_item_group(node.name, "lava") == 0 then
minetest.add_item(pos, self.itemstack)
end
-- Remove object
self.object:remove()
end
self.timer = 0
end
end
minetest.register_on_dieplayer(function(player)
local meta = player:get_meta()
local counter = meta:get_int("death_counter")
meta:set_int("death_counter", counter + 1)
end)
minetest.registered_entities["shooter_rocket:rocket_entity"].on_step = function(self, dtime)
self.timer = self.timer + dtime
if self.timer > 0.2 then