local function wrap_callback(name, callback, func) assert(type(name) == "string") assert(type(callback) == "string") local old_callback = minetest.registered_items[name][callback] assert(old_callback) local overrides = {} overrides[callback] = function(...) return func(old_callback, ...) end minetest.override_item(name, overrides) end wrap_callback("shooter_hook:grapple_hook", "on_use", function(old, itemstack, ...) itemstack:add_wear(65536 / 16) return old(itemstack, ...) end) wrap_callback("shooter_hook:grapple_gun_loaded", "on_use", function(old, itemstack, ...) itemstack:add_wear(65536 / 8) return old(itemstack, ...) end) wrap_callback("shooter_hook:grapple_gun", "on_use", function(old, itemstack, user) local inv = user:get_inventory() if inv:contains_item("main", "shooter_hook:grapple_hook") then minetest.sound_play("shooter_reload", {object=user}) local stack = inv:remove_item("main", "shooter_hook:grapple_hook") itemstack = "shooter_hook:grapple_gun_loaded 1 "..stack:get_wear() else minetest.sound_play("shooter_click", {object=user}) end return itemstack end) local config = shooter.config local v3d = vector shooter.blast = function(pos, radius, fleshy, distance, user) if not user then return end pos = v3d.round(pos) local name = user:get_player_name() local p1 = v3d.subtract(pos, radius) local p2 = v3d.add(pos, radius) minetest.sound_play("shooter_explode", { pos = pos, gain = 10, max_hear_distance = 100 }) if config.allow_nodes and config.enable_blasting then if not config.enable_protection or not minetest.is_protected(pos, name) then minetest.set_node(pos, {name="shooter:boom"}) end end if config.enable_particle_fx == true then minetest.add_particlespawner({ amount = 50, time = 0.1, minpos = p1, maxpos = p2, minvel = {x=0, y=0, z=0}, maxvel = {x=0, y=0, z=0}, minacc = {x=-0.5, y=5, z=-0.5}, maxacc = {x=0.5, y=5, z=0.5}, minexptime = 0.1, maxexptime = 1, minsize = 8, maxsize = 15, collisiondetection = false, texture = "shooter_smoke.png", }) end local objects = minetest.get_objects_inside_radius(pos, distance) for _,obj in ipairs(objects) do if shooter.is_valid_object(obj) then local obj_pos = obj:get_pos() local dist = v3d.distance(obj_pos, pos) -- PATCH local damage = fleshy * (0.707106 ^ dist) * 3 -- END PATCH if dist ~= 0 then obj_pos.y = obj_pos.y + 1 local blast_pos = {x=pos.x, y=pos.y + 4, z=pos.z} if shooter.is_valid_object(obj) and minetest.line_of_sight(obj_pos, blast_pos, 1) then shooter.punch_object(obj, { full_punch_interval = 1.0, damage_groups = {fleshy=damage}, }, nil, true, user) end end end end if config.allow_nodes and config.enable_blasting then local pr = PseudoRandom(os.time()) local vm = VoxelManip() local min, max = vm:read_from_map(p1, p2) local area = VoxelArea:new({MinEdge=min, MaxEdge=max}) local data = vm:get_data() local c_air = minetest.get_content_id("air") for z = -radius, radius do for y = -radius, radius do local vp = {x=pos.x - radius, y=pos.y + y, z=pos.z + z} local vi = area:index(vp.x, vp.y, vp.z) for x = -radius, radius do if (x * x) + (y * y) + (z * z) <= (radius * radius) + pr:next(-radius, radius) then if config.enable_protection then if not minetest.is_protected(vp, name) then data[vi] = c_air end else data[vi] = c_air end end vi = vi + 1 end end end vm:set_data(data) vm:update_liquids() vm:write_to_map() end end minetest.registered_entities["shooter_crossbow:arrow_entity"].collide_with_objects = false minetest.registered_entities["shooter_hook:hook"].on_step = function(self, dtime) if not self.user then return end self.timer = self.timer + dtime if self.timer > 0.25 then local pos = self.object:get_pos() if minetest.get_node(pos).name ~= "air" then pos.y = pos.y + 1 end local below = {x=pos.x, y=pos.y - 1, z=pos.z} local above = {x=pos.x, y=pos.y + 1, z=pos.z} local node = minetest.get_node(below) if node.name ~= "air" then 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 -- 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