Deprecate global config variables

This commit is contained in:
stujones11 2018-01-05 20:02:18 +00:00
parent 347a8807bf
commit 83c60c85ff
11 changed files with 189 additions and 183 deletions

View file

@ -13,11 +13,48 @@ to produce an accurate and server-firendly method of hit detection.
By default this mod is configured to work only against other players in By default this mod is configured to work only against other players in
multiplayer mode and against Simple Mobs [mobs] in singleplayer mode. multiplayer mode and against Simple Mobs [mobs] in singleplayer mode.
Default configuration can be customised by adding a shooter.conf file to Configuration
the mod's main directory, see shooter.conf.example for more details. =============
This is still very much a work in progress which I eventually plan to use Override the following default settings by adding them to your minetest.conf file.
as the base for a 'Spades' style FPS game using the minetest engine.
-- Enable admin super weapons
-- This lets admins shoot guns automatically after 2 seconds without munition.
shooter_admin_weapons = false
-- Enable node destruction with explosives
shooter_enable_blasting = true
-- Enable Crafting
shooter_enable_crafting = true
-- Enable particle effects
shooter_enable_particle_fx = true
-- Enable protection mod support, requires a protection mod that utilizes
-- minetest.is_protected(), tested with TenPlus1's version of [protector]
shooter_enable_protection = false
-- Particle texture used when a player or entity is hit
shooter_explosion = "shooter_hit.png"
-- Allow node destruction
shooter_allow_nodes = true
-- Allow entities in multiplayer mode
shooter_allow_entities = false
-- Allow players in multiplayer mode
shooter_allow_players = true
-- How often objects are fully reloaded
shooter_object_reload_time = 1
-- How often object positions are updated
shooter_object_update_time = 0.25
-- How often rounds are processed
shooter_rounds_update_time = 0.4
Crafting Crafting
======== ========

View file

@ -5,62 +5,28 @@ shooter = {
shots = {}, shots = {},
update_time = 0, update_time = 0,
reload_time = 0, reload_time = 0,
player_offset = {x=0, y=1, z=0},
entity_offset = {x=0, y=0, z=0},
} }
SHOOTER_ADMIN_WEAPONS = false shooter.config = {
SHOOTER_ENABLE_BLASTING = false admin_weapons = false,
SHOOTER_ENABLE_CROSSBOW = true enable_blasting = false,
SHOOTER_ENABLE_GUNS = true enable_particle_fx = true,
SHOOTER_ENABLE_FLARES = true enable_protection = false,
SHOOTER_ENABLE_HOOK = true enable_crafting = true,
SHOOTER_ENABLE_GRENADES = true explosion_texture = "shooter_hit.png",
SHOOTER_ENABLE_ROCKETS = true allow_nodes = true,
SHOOTER_ENABLE_TURRETS = true allow_entities = false,
SHOOTER_ENABLE_CRAFTING = true allow_players = true,
SHOOTER_ENABLE_PARTICLE_FX = true object_reload_time = 1,
SHOOTER_ENABLE_PROTECTION = false object_update_time = 0.25,
SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png" rounds_update_time = 0.4,
SHOOTER_ALLOW_NODES = true }
SHOOTER_ALLOW_ENTITIES = false
SHOOTER_ALLOW_PLAYERS = true
SHOOTER_OBJECT_RELOAD_TIME = 1
SHOOTER_OBJECT_UPDATE_TIME = 0.25
SHOOTER_ROUNDS_UPDATE_TIME = 0.4
SHOOTER_PLAYER_OFFSET = {x=0, y=1, z=0}
SHOOTER_ENTITY_OFFSET = {x=0, y=0, z=0}
SHOOTER_ENTITIES = {}
for k, v in pairs(minetest.registered_entities) do
if string.find(k, "^mobs") then
table.insert(SHOOTER_ENTITIES, k)
end
end
local config = shooter.config
local singleplayer = minetest.is_singleplayer() local singleplayer = minetest.is_singleplayer()
if singleplayer then
SHOOTER_ENABLE_BLASTING = true
SHOOTER_ALLOW_ENTITIES = true
SHOOTER_ALLOW_PLAYERS = false
end
local modpath = minetest.get_modpath(minetest.get_current_modname())
local worldpath = minetest.get_worldpath()
local input = io.open(modpath.."/shooter.conf", "r")
if input then
dofile(modpath.."/shooter.conf")
input:close()
input = nil
end
input = io.open(worldpath.."/shooter.conf", "r")
if input then
dofile(worldpath.."/shooter.conf")
input:close()
input = nil
end
local allowed_entities = {} local allowed_entities = {}
for _,v in ipairs(SHOOTER_ENTITIES) do
allowed_entities[v] = 1
end
local function get_dot_product(v1, v2) local function get_dot_product(v1, v2)
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z
@ -70,10 +36,14 @@ local function get_particle_pos(p, v, d)
return vector.add(p, vector.multiply(v, {x=d, y=d, z=d})) return vector.add(p, vector.multiply(v, {x=d, y=d, z=d}))
end end
function shooter:set_shootable_entity(name)
allowed_entities[name] = 1
end
function shooter:spawn_particles(pos, texture) function shooter:spawn_particles(pos, texture)
if SHOOTER_ENABLE_PARTICLE_FX == true then if config.enable_particle_fx == true then
if type(texture) ~= "string" then if type(texture) ~= "string" then
texture = SHOOTER_EXPLOSION_TEXTURE texture = config.explosion_texture
end end
local spread = {x=0.1, y=0.1, z=0.1} local spread = {x=0.1, y=0.1, z=0.1}
minetest.add_particlespawner(15, 0.3, minetest.add_particlespawner(15, 0.3,
@ -107,7 +77,7 @@ function shooter:punch_node(pos, def)
if not item then if not item then
return return
end end
if SHOOTER_ENABLE_PROTECTION then if config.enable_protection then
if minetest.is_protected(pos, def.name) then if minetest.is_protected(pos, def.name) then
return return
end end
@ -132,9 +102,9 @@ end
function shooter:is_valid_object(object) function shooter:is_valid_object(object)
if object then if object then
if object:is_player() == true then if object:is_player() == true then
return SHOOTER_ALLOW_PLAYERS return config.allow_players
end end
if SHOOTER_ALLOW_ENTITIES == true then if config.allow_entities == true then
local luaentity = object:get_luaentity() local luaentity = object:get_luaentity()
if luaentity then if luaentity then
if luaentity.name then if luaentity.name then
@ -190,14 +160,14 @@ function shooter:process_round(round)
local user = minetest.get_player_by_name(round.name) local user = minetest.get_player_by_name(round.name)
if user then if user then
target.object:punch(user, nil, round.def.tool_caps, v1) target.object:punch(user, nil, round.def.tool_caps, v1)
shooter:spawn_particles(target.pos, SHOOTER_EXPLOSION_TEXTURE) shooter:spawn_particles(target.pos, config.explosion_texture)
end end
return 1 return 1
elseif pos and SHOOTER_ALLOW_NODES == true then elseif pos and config.allow_nodes == true then
shooter:punch_node(pos, round.def) shooter:punch_node(pos, round.def)
return 1 return 1
end end
elseif SHOOTER_ALLOW_NODES == true then elseif config.allow_nodes == true then
local d = round.def.step local d = round.def.step
local p2 = vector.add(p1, vector.multiply(v1, {x=d, y=d, z=d})) local p2 = vector.add(p1, vector.multiply(v1, {x=d, y=d, z=d}))
local success, pos = minetest.line_of_sight(p1, p2, 1) local success, pos = minetest.line_of_sight(p1, p2, 1)
@ -267,7 +237,7 @@ function shooter:fire_weapon(user, pointed_thing, def)
{x=0, y=0, z=0}, 0.5, 0.25, {x=0, y=0, z=0}, 0.5, 0.25,
false, def.particle false, def.particle
) )
if pointed_thing.type == "node" and SHOOTER_ALLOW_NODES == true then if pointed_thing.type == "node" and config.allow_nodes == true then
local pos = minetest.get_pointed_thing_position(pointed_thing, false) local pos = minetest.get_pointed_thing_position(pointed_thing, false)
shooter:punch_node(pos, def) shooter:punch_node(pos, def)
elseif pointed_thing.type == "object" then elseif pointed_thing.type == "object" then
@ -277,7 +247,7 @@ function shooter:fire_weapon(user, pointed_thing, def)
local p2 = object:getpos() local p2 = object:getpos()
local pp = get_particle_pos(p1, v1, vector.distance(p1, p2)) local pp = get_particle_pos(p1, v1, vector.distance(p1, p2))
pp.y = pp.y + 1.75 pp.y = pp.y + 1.75
shooter:spawn_particles(pp, SHOOTER_EXPLOSION_TEXTURE) shooter:spawn_particles(pp, config.explosion_texture)
end end
else else
shooter:update_objects() shooter:update_objects()
@ -293,7 +263,7 @@ end
function shooter:load_objects() function shooter:load_objects()
local objects = {} local objects = {}
if SHOOTER_ALLOW_PLAYERS == true then if config.allow_players == true then
local players = minetest.get_connected_players() local players = minetest.get_connected_players()
for _,player in ipairs(players) do for _,player in ipairs(players) do
local pos = player:getpos() local pos = player:getpos()
@ -305,12 +275,12 @@ function shooter:load_objects()
object = player, object = player,
pos = pos, pos = pos,
collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25}, collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25},
offset = SHOOTER_PLAYER_OFFSET, offset = shooter.player_offset,
}) })
end end
end end
end end
if SHOOTER_ALLOW_ENTITIES == true then if config.allow_entities == true then
for _,ref in pairs(minetest.luaentities) do for _,ref in pairs(minetest.luaentities) do
if ref.object and ref.name then if ref.object and ref.name then
if allowed_entities[ref.name] then if allowed_entities[ref.name] then
@ -323,7 +293,7 @@ function shooter:load_objects()
object = ref.object, object = ref.object,
pos = pos, pos = pos,
collisionbox = def.collisionbox or {0,0,0, 0,0,0}, collisionbox = def.collisionbox or {0,0,0, 0,0,0},
offset = SHOOTER_ENTITY_OFFSET, offset = shooter.entity_offset,
}) })
end end
end end
@ -339,9 +309,9 @@ function shooter:load_objects()
end end
function shooter:update_objects() function shooter:update_objects()
if shooter.time - shooter.reload_time > SHOOTER_OBJECT_RELOAD_TIME then if shooter.time - shooter.reload_time > config.object_reload_time then
shooter:load_objects() shooter:load_objects()
elseif shooter.time - shooter.update_time > SHOOTER_OBJECT_UPDATE_TIME then elseif shooter.time - shooter.update_time > config.object_update_time then
for i, ref in ipairs(shooter.objects) do for i, ref in ipairs(shooter.objects) do
if ref.object then if ref.object then
local pos = ref.object:getpos() local pos = ref.object:getpos()
@ -365,8 +335,8 @@ function shooter:blast(pos, radius, fleshy, distance, user)
local p1 = vector.subtract(pos, radius) local p1 = vector.subtract(pos, radius)
local p2 = vector.add(pos, radius) local p2 = vector.add(pos, radius)
minetest.sound_play("tnt_explode", {pos=pos, gain=1}) minetest.sound_play("tnt_explode", {pos=pos, gain=1})
if SHOOTER_ALLOW_NODES and SHOOTER_ENABLE_BLASTING then if config.allow_nodes and config.enable_blasting then
if SHOOTER_ENABLE_PROTECTION then if config.enable_protection then
if not minetest.is_protected(pos, name) then if not minetest.is_protected(pos, name) then
minetest.set_node(pos, {name="tnt:boom"}) minetest.set_node(pos, {name="tnt:boom"})
end end
@ -374,7 +344,7 @@ function shooter:blast(pos, radius, fleshy, distance, user)
minetest.set_node(pos, {name="tnt:boom"}) minetest.set_node(pos, {name="tnt:boom"})
end end
end end
if SHOOTER_ENABLE_PARTICLE_FX == true then if config.enable_particle_fx == true then
minetest.add_particlespawner(50, 0.1, minetest.add_particlespawner(50, 0.1,
p1, p2, {x=-0, y=-0, z=-0}, {x=0, y=0, z=0}, p1, p2, {x=-0, y=-0, z=-0}, {x=0, y=0, z=0},
{x=-0.5, y=5, z=-0.5}, {x=0.5, y=5, z=0.5}, {x=-0.5, y=5, z=-0.5}, {x=0.5, y=5, z=0.5},
@ -383,8 +353,8 @@ function shooter:blast(pos, radius, fleshy, distance, user)
end end
local objects = minetest.get_objects_inside_radius(pos, distance) local objects = minetest.get_objects_inside_radius(pos, distance)
for _,obj in ipairs(objects) do for _,obj in ipairs(objects) do
if (obj:is_player() and SHOOTER_ALLOW_PLAYERS == true) or if (obj:is_player() and config.allow_players == true) or
(obj:get_luaentity() and SHOOTER_ALLOW_ENTITIES == true and (obj:get_luaentity() and config.allow_entities == true and
obj:get_luaentity().name ~= "__builtin:item") then obj:get_luaentity().name ~= "__builtin:item") then
local obj_pos = obj:getpos() local obj_pos = obj:getpos()
local dist = vector.distance(obj_pos, pos) local dist = vector.distance(obj_pos, pos)
@ -401,7 +371,7 @@ function shooter:blast(pos, radius, fleshy, distance, user)
end end
end end
end end
if SHOOTER_ALLOW_NODES and SHOOTER_ENABLE_BLASTING then if config.allow_nodes and config.enable_blasting then
local pr = PseudoRandom(os.time()) local pr = PseudoRandom(os.time())
local vm = VoxelManip() local vm = VoxelManip()
local min, max = vm:read_from_map(p1, p2) local min, max = vm:read_from_map(p1, p2)
@ -415,7 +385,7 @@ function shooter:blast(pos, radius, fleshy, distance, user)
for x = -radius, radius do for x = -radius, radius do
if (x * x) + (y * y) + (z * z) <= if (x * x) + (y * y) + (z * z) <=
(radius * radius) + pr:next(-radius, radius) then (radius * radius) + pr:next(-radius, radius) then
if SHOOTER_ENABLE_PROTECTION then if config.enable_protection then
if not minetest.is_protected(vp, name) then if not minetest.is_protected(vp, name) then
data[vi] = c_air data[vi] = c_air
end end
@ -434,7 +404,7 @@ function shooter:blast(pos, radius, fleshy, distance, user)
end end
end end
if not singleplayer and SHOOTER_ADMIN_WEAPONS then if not singleplayer and config.admin_weapons then
local timer = 0 local timer = 0
local shooting = false local shooting = false
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)

View file

@ -1,7 +1,71 @@
local modpath = minetest.get_modpath(minetest.get_current_modname()) local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local worldpath = minetest.get_worldpath()
dofile(modpath.."/api.lua") dofile(modpath.."/api.lua")
if minetest.is_singleplayer() then
shooter.config.enable_blasting = true
shooter.config.allow_entities = true
shooter.config.allow_players = false
end
-- Legacy Config Support
local input = io.open(modpath.."/shooter.conf", "r")
if input then
dofile(modpath.."/shooter.conf")
input:close()
input = nil
end
input = io.open(worldpath.."/shooter.conf", "r")
if input then
dofile(worldpath.."/shooter.conf")
input:close()
input = nil
end
for name, _ in pairs(shooter.config) do
local global = "SHOOTER_"..name:upper()
if minetest.global_exists(global) then
shooter.config[name] = _G[global]
end
end
if minetest.global_exists("SHOOTER_PLAYER_OFFSET") then
shooter.player_offset = SHOOTER_PLAYER_OFFSET
end
if minetest.global_exists("SHOOTER_ENTITY_OFFSET") then
shooter.entity_offset = SHOOTER_ENTITY_OFFSET
end
if minetest.global_exists("SHOOTER_ENTITIES") then
for _, name in pairs(SHOOTER_ENTITIES) do
shooter:set_shootable_entity(name)
end
end
-- Simple Mobs Support
for name, _ in pairs(minetest.registered_entities) do
if string.find(name, "^mobs") then
shooter:set_shootable_entity(name)
end
end
-- Load Configuration
for name, config in pairs(shooter.config) do
local setting = minetest.settings:get("shooter_"..name)
if type(config) == "number" then
setting = tonumber(setting)
elseif type(config) == "boolean" then
setting = minetest.settings:get_bool("shooter_"..name)
end
if setting ~= nil then
shooter.config[name] = setting
end
end
-- Legacy Entity Support
minetest.register_entity("shooter:turret_entity", { minetest.register_entity("shooter:turret_entity", {
visual = "sprite", visual = "sprite",
textures = {"blank.png"}, textures = {"blank.png"},

View file

@ -1,81 +0,0 @@
-- Simple Shooter config example
-- Global Constants (defaults)
-- Enable admin super weapons
-- This lets admins shoot guns automatically after 2 seconds without munition.
SHOOTER_ADMIN_WEAPONS = false
-- Enable node destruction with explosives
SHOOTER_ENABLE_BLASTING = true
-- Enable Crossbow
SHOOTER_ENABLE_CROSSBOW = true
-- Enable basic guns (Pistol, Rifle, Shotgun, Machine Gun)
SHOOTER_ENABLE_GUNS = true
-- Enable Flare Gun
SHOOTER_ENABLE_FLARES = true
-- Enable Grappling Hook
SHOOTER_ENABLE_HOOK = true
-- Enable Grenades
SHOOTER_ENABLE_GRENADES = true
-- Enable Rocket Gun
SHOOTER_ENABLE_ROCKETS = true
-- Enable Turrret Gun
SHOOTER_ENABLE_TURRETS = true
-- Enable Crafting
SHOOTER_ENABLE_CRAFTING = true
-- Enable particle effects
SHOOTER_ENABLE_PARTICLE_FX = true
-- Enable protection mod support, requires a protection mod that utilizes
-- minetest.is_protected(), tested with TenPlus1's version of [protector]
SHOOTER_ENABLE_PROTECTION = false
-- Particle texture used when a player or entity is hit
SHOOTER_EXPLOSION_TEXTURE = "shooter_hit.png"
-- Allow node destruction
SHOOTER_ALLOW_NODES = true
-- Allow entities in multiplayer mode
SHOOTER_ALLOW_ENTITIES = false
-- Allow players in multiplayer mode
SHOOTER_ALLOW_PLAYERS = true
-- How often objects are fully reloaded
SHOOTER_OBJECT_RELOAD_TIME = 1
-- How often object positions are updated
SHOOTER_OBJECT_UPDATE_TIME = 0.25
-- How often rounds are processed
SHOOTER_ROUNDS_UPDATE_TIME = 0.4
-- Player collision box offset (may require adjustment for some games)
SHOOTER_PLAYER_OFFSET = {x=0, y=1, z=0}
-- Entity collision box offset (may require adjustment for other mobs)
SHOOTER_ENTITY_OFFSET = {x=0, y=0, z=0}
-- Shootable entities (default support for Simple Mobs)
SHOOTER_ENTITIES = {
"mobs:dirt_monster",
"mobs:stone_monster",
"mobs:sand_monster",
"mobs:tree_monster",
"mobs:sheep",
"mobs:rat",
"mobs:oerkki",
"mobs:dungeon_master",
}

View file

@ -1,12 +1,31 @@
SHOOTER_CROSSBOW_USES = 50 local config = {
SHOOTER_ARROW_TOOL_CAPS = {damage_groups={fleshy=2}} crossbow_uses = 50,
SHOOTER_ARROW_LIFETIME = 180 -- 3 minutes arrow_lifetime = 180,
}
-- Legacy Config Support
for name, _ in pairs(config) do
local global = "SHOOTER_"..name:upper()
if minetest.global_exists(global) then
config[name] = _G[global]
end
local setting = minetest.settings:get("shooter_"..name)
if type(setting) == "string" then
config[name] = tonumber(setting)
end
end
local arrow_tool_caps = {damage_groups={fleshy=2}}
if minetest.global_exists("SHOOTER_ARROW_TOOL_CAPS") then
arrow_tool_caps = table.copy(SHOOTER_ARROW_TOOL_CAPS)
end
minetest.register_alias("shooter_crossbow:arrow", "shooter_crossbow:arrow_white") minetest.register_alias("shooter_crossbow:arrow", "shooter_crossbow:arrow_white")
minetest.register_alias("shooter:crossbow_loaded", "shooter:crossbow_loaded_white") minetest.register_alias("shooter:crossbow_loaded", "shooter:crossbow_loaded_white")
local dye_basecolors = (dye and dye.basecolors) or local dye_basecolors = (dye and dye.basecolors) or
{"white", "grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta"} {"white", "grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta"}
local function get_animation_frame(dir) local function get_animation_frame(dir)
local angle = math.atan(dir.y) local angle = math.atan(dir.y)
@ -40,7 +59,7 @@ minetest.register_entity("shooter_crossbow:arrow_entity", {
}, },
color = "white", color = "white",
timer = 0, timer = 0,
lifetime = SHOOTER_ARROW_LIFETIME, lifetime = config.arrow_lifetime,
player = nil, player = nil,
state = "init", state = "init",
node_pos = nil, node_pos = nil,
@ -69,8 +88,8 @@ minetest.register_entity("shooter_crossbow:arrow_entity", {
local p1 = puncher:getpos() local p1 = puncher:getpos()
local p2 = object:getpos() local p2 = object:getpos()
local tpos = get_target_pos(p1, p2, dir, 0) local tpos = get_target_pos(p1, p2, dir, 0)
shooter:spawn_particles(tpos, SHOOTER_EXPLOSION_TEXTURE) shooter:spawn_particles(tpos, shooter.config.explosion_texture)
object:punch(puncher, nil, SHOOTER_ARROW_TOOL_CAPS, dir) object:punch(puncher, nil, arrow_tool_caps, dir)
end end
end end
self:stop(object:getpos()) self:stop(object:getpos())
@ -132,9 +151,9 @@ minetest.register_entity("shooter_crossbow:arrow_entity", {
for _,obj in ipairs(objects) do for _,obj in ipairs(objects) do
if shooter:is_valid_object(obj) and obj ~= self.player then 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 collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25}
local offset = SHOOTER_PLAYER_OFFSET local offset = shooter.player_offset
if not obj:is_player() then if not obj:is_player() then
offset = SHOOTER_ENTITY_OFFSET offset = shooter.entity_offset
local ent = obj:get_luaentity() local ent = obj:get_luaentity()
if ent then if ent then
local def = minetest.registered_entities[ent.name] local def = minetest.registered_entities[ent.name]
@ -180,7 +199,7 @@ for _, color in pairs(dye_basecolors) do
on_use = function(itemstack, user, pointed_thing) on_use = function(itemstack, user, pointed_thing)
minetest.sound_play("shooter_click", {object=user}) minetest.sound_play("shooter_click", {object=user})
if not minetest.setting_getbool("creative_mode") then if not minetest.setting_getbool("creative_mode") then
itemstack:add_wear(65535/SHOOTER_CROSSBOW_USES) itemstack:add_wear(65535/config.crossbow_uses)
end end
itemstack = "shooter_crossbow:crossbow 1 "..itemstack:get_wear() itemstack = "shooter_crossbow:crossbow 1 "..itemstack:get_wear()
local pos = user:getpos() local pos = user:getpos()
@ -262,7 +281,7 @@ minetest.register_tool("shooter_crossbow:crossbow", {
end, end,
}) })
if SHOOTER_ENABLE_CRAFTING == true then if shooter.config.enable_crafting == true then
minetest.register_craft({ minetest.register_craft({
output = "shooter_crossbow:crossbow", output = "shooter_crossbow:crossbow",
recipe = { recipe = {

View file

@ -129,7 +129,7 @@ minetest.register_tool("shooter_flaregun:flaregun", {
end, end,
}) })
if SHOOTER_ENABLE_CRAFTING == true then if shooter.config.enable_crafting == true then
minetest.register_craft({ minetest.register_craft({
output = "shooter_flaregun:flare", output = "shooter_flaregun:flare",
recipe = { recipe = {
@ -145,7 +145,6 @@ if SHOOTER_ENABLE_CRAFTING == true then
}) })
end end
--Backwards compatibility --Backwards compatibility
minetest.register_alias("shooter:flaregun", "shooter_flaregun:flaregun") minetest.register_alias("shooter:flaregun", "shooter_flaregun:flaregun")
minetest.register_alias("shooter:flare", "shooter_flaregun:flare") minetest.register_alias("shooter:flare", "shooter_flaregun:flare")

View file

@ -69,7 +69,7 @@ minetest.register_tool("shooter_grenade:grenade", {
end, end,
}) })
if SHOOTER_ENABLE_CRAFTING == true then if shooter.config.enable_crafting == true then
minetest.register_craft({ minetest.register_craft({
output = "shooter_grenade:grenade", output = "shooter_grenade:grenade",
recipe = { recipe = {
@ -78,6 +78,5 @@ if SHOOTER_ENABLE_CRAFTING == true then
}) })
end end
--Backwards compatibility --Backwards compatibility
minetest.register_alias("shooter:grenade", "shooter_grenade:grenade") minetest.register_alias("shooter:grenade", "shooter_grenade:grenade")

View file

@ -60,7 +60,7 @@ minetest.register_craftitem("shooter_guns:ammo", {
inventory_image = "shooter_ammo.png", inventory_image = "shooter_ammo.png",
}) })
if SHOOTER_ENABLE_CRAFTING == true then if shooter.config.enable_crafting == true then
minetest.register_craft({ minetest.register_craft({
output = "shooter_guns:pistol 1 65535", output = "shooter_guns:pistol 1 65535",
recipe = { recipe = {
@ -104,7 +104,7 @@ local rounds_update_time = 0
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
shooter.time = shooter.time + dtime shooter.time = shooter.time + dtime
if shooter.time - rounds_update_time > SHOOTER_ROUNDS_UPDATE_TIME then if shooter.time - rounds_update_time > shooter.config.rounds_update_time then
for i, round in ipairs(shooter.rounds) do for i, round in ipairs(shooter.rounds) do
if shooter:process_round(round) or round.dist > round.def.range then if shooter:process_round(round) or round.dist > round.def.range then
table.remove(shooter.rounds, i) table.remove(shooter.rounds, i)

View file

@ -112,7 +112,7 @@ minetest.register_tool("shooter_hook:grapple_gun_loaded", {
end, end,
}) })
if SHOOTER_ENABLE_CRAFTING == true then if shooter.config.enable_crafting == true then
minetest.register_craft({ minetest.register_craft({
output = "shooter_hook:grapple_hook", output = "shooter_hook:grapple_hook",
recipe = { recipe = {

View file

@ -96,7 +96,7 @@ minetest.register_tool("shooter_rocket:rocket_gun", {
end, end,
}) })
if SHOOTER_ENABLE_CRAFTING == true then if shooter.config.enable_crafting == true then
minetest.register_craft({ minetest.register_craft({
output = "shooter_rocket:rocket_gun", output = "shooter_rocket:rocket_gun",
recipe = { recipe = {

View file

@ -171,7 +171,7 @@ minetest.register_entity("shooter_turret:turret_entity", {
obj:setacceleration({x=dir.x * -3, y=-10, z=dir.z * -3}) obj:setacceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
end end
end end
if SHOOTER_ENABLE_PARTICLE_FX == true then if shooter.config.enable_particle_fx == true then
minetest.add_particlespawner(10, 0.1, minetest.add_particlespawner(10, 0.1,
{x=pos.x - 1, y=pos.y - 1, z=pos.z - 1}, {x=pos.x - 1, y=pos.y - 1, z=pos.z - 1},
{x=pos.x + 1, y=pos.y + 1, z=pos.z + 1}, {x=pos.x + 1, y=pos.y + 1, z=pos.z + 1},
@ -264,7 +264,7 @@ minetest.register_abm({
end end
}) })
if SHOOTER_ENABLE_CRAFTING == true then if shooter.config.enable_crafting == true then
minetest.register_craft({ minetest.register_craft({
output = "shooter_turret:turret", output = "shooter_turret:turret",
recipe = { recipe = {
@ -275,7 +275,6 @@ if SHOOTER_ENABLE_CRAFTING == true then
}) })
end end
--Backward compatibility --Backward compatibility
minetest.register_alias("shooter:turret", "shooter_turret:turret") minetest.register_alias("shooter:turret", "shooter_turret:turret")