diff --git a/settingtypes.txt b/settingtypes.txt index b0b1f22..7da5919 100644 --- a/settingtypes.txt +++ b/settingtypes.txt @@ -15,7 +15,7 @@ shooter_camera_height (Camera height used for raycasting) float 1.5 [shooter_crossbow] -shooter_crossbow_uses (Number of crossbow uses) int 5 +shooter_crossbow_uses (Number of crossbow uses) int 50 shooter_arrow_lifetime (Arrow exipiry time in seconds) int 180 shooter_arrow_fleshy (Arrow 'fleshy' damage level) float 2 shooter_arrow_object_attach (Experimental, attach arrows to objects when hit) bool false diff --git a/shooter/README.md b/shooter/README.md index 9c527f9..6de7c35 100644 --- a/shooter/README.md +++ b/shooter/README.md @@ -121,18 +121,19 @@ API Documentation * `shooter.play_node_sound(node, pos)`: Plays the registered 'dug' sound for the node at `pos` * `shooter.is_valid_object(object)`: Returns `true` if the object can be damaged * `shooter.punch_node(pos, spec)`: Punches the node at `pos` with the `spec` group capabilities + * Returns `true` if the node was destroyed * `shooter.punch_object(object, tool_caps, dir, on_blast)`: Punches the object * Returns `true` if the object is damaged - * `object`: Object to punched, not checked for validity! + * `object`: Object to be punched, not checked for validity! * `tool_caps`: Tool capabilities of the weapon uesd -- See "Weapon Definition" - * `dir`: Unit vector pointing from the source of the punch to the object + * `dir`: Unit vector pointing from the source of the punch to the object, may be `nil` * `on_blast`: Respect entity `on_blast` damage callback * `shooter.fire_weapon(player, itemstack, spec)`: Adds a 'round' with `spec` to the processing que * `shooter.blast(pos, radius, fleshy, distance, user)`: Create explosion at `pos` * `radius`: Blast radius in nodes * `fleshy`: Damage to inflict on fleshy objects: `(fleshy * 0.5 ^ distance) * 2` * `distance`: Area of effect for objects - * `user`: A player reference, used for protection and object damage + * `user`: A player reference, used for protection * `shooter.get_shooting(name)`: Returns `true` if player `name` is holding the left mouse button or `nil` * Requires `shooter_automatic_weapons` to be set `true` * `shooter.set_shooting(name, is_shooting)`: Sets the left mouse button status of player `name` @@ -158,11 +159,11 @@ Used by `shooter.register_weapon` -- May be used for arbitary shot effects like knock-back, etc. -- Return `true` to override built-in damage effects -- `pointed_thing`: Returned by `minetest.raycast()` - -- `spec`: Gunspec of the weapon used including addition fields + -- `spec`: Gunspec of the weapon used including some addition fields -- `name`: Name of the weapon item, eg. `shooter_guns:rifle` -- `user`: Name of the player that fired the weapon -- `origin`: Initial starting position of the shot - -- `dir`: Unit vector direction of the virtual shot before impact + -- `dir`: Unit vector direction of the virtual shot end, spec = { -- Weapon specifications @@ -183,7 +184,7 @@ Used by `shooter.register_weapon` crumbly = 3, choppy = 3, fleshy = 2, - oddly_breakable_by_hand=2 + oddly_breakable_by_hand = 2 }, sounds = { -- Sound files (defaults) diff --git a/shooter/textures/shooter_ammo.png b/shooter/textures/shooter_ammo.png deleted file mode 100644 index daa348e..0000000 Binary files a/shooter/textures/shooter_ammo.png and /dev/null differ