Add coloured arrows
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5 changed files with 101 additions and 70 deletions
14
README.txt
14
README.txt
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@ -5,7 +5,7 @@ Mod Version: 0.5.2
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Minetest Version: 0.4.9, 0.4.10
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Minetest Version: 0.4.9, 0.4.10
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Depends: default, wool, tnt
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Depends: default, dye, tnt, wool
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An experimental first person shooter mod that uses simple vector mathematics
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An experimental first person shooter mod that uses simple vector mathematics
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to produce an accurate and server-firendly method of hit detection.
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to produce an accurate and server-firendly method of hit detection.
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@ -22,6 +22,10 @@ as the base for a 'Spades' style FPS game using the minetest engine.
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Crafting
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Crafting
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========
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========
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<color> = grey, black, red, yellow, green, cyan, blue, magenta
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A = Arrow [shooter:arrow_white]
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C = Color Dye [dye:<color>]
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W = Wooden Stick [default:stick]
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W = Wooden Stick [default:stick]
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P = Paper [default:paper]
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P = Paper [default:paper]
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S = Steel Ingot [default:steel_ingot]
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S = Steel Ingot [default:steel_ingot]
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@ -41,7 +45,7 @@ Crossbow: [shooter:crossbow]
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| W | | B |
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| W | | B |
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+---+---+---+
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+---+---+---+
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Arrow: [shooter:arrow]
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White Arrow: [shooter:arrow_white]
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+---+---+---+
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+---+---+---+
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| S | | |
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| S | | |
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@ -51,6 +55,12 @@ Arrow: [shooter:arrow]
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| | P | W |
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| | P | W |
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+---+---+---+
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+---+---+---+
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Coloured Arrow: [shooter:arrow_<color>]
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+---+---+
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| C | A |
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+---+---+
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Pistol: [shooter:pistol]
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Pistol: [shooter:pistol]
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+---+---+
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+---+---+
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51
crossbow.lua
51
crossbow.lua
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@ -2,6 +2,9 @@ SHOOTER_CROSSBOW_USES = 50
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SHOOTER_ARROW_TOOL_CAPS = {damage_groups={fleshy=2}}
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SHOOTER_ARROW_TOOL_CAPS = {damage_groups={fleshy=2}}
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SHOOTER_ARROW_LIFETIME = 180 -- 3 minutes
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SHOOTER_ARROW_LIFETIME = 180 -- 3 minutes
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minetest.register_alias("shooter:arrow", "shooter:arrow_white")
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minetest.register_alias("shooter:crossbow_loaded", "shooter:crossbow_loaded_white")
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local function get_animation_frame(dir)
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local function get_animation_frame(dir)
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local angle = math.atan(dir.y)
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local angle = math.atan(dir.y)
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local frame = 90 - math.floor(angle * 360 / math.pi)
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local frame = 90 - math.floor(angle * 360 / math.pi)
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@ -52,11 +55,6 @@ local function get_texture(name, colour)
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return "shooter_"..name..".png^wool_"..colour..".png^shooter_"..name..".png^[makealpha:255,126,126"
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return "shooter_"..name..".png^wool_"..colour..".png^shooter_"..name..".png^[makealpha:255,126,126"
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end
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end
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minetest.register_craftitem("shooter:arrow", {
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description = "Arrow",
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inventory_image = get_texture("arrow_inv", "white"),
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})
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minetest.register_entity("shooter:arrow_entity", {
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minetest.register_entity("shooter:arrow_entity", {
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physical = false,
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physical = false,
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visual = "mesh",
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visual = "mesh",
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@ -65,6 +63,7 @@ minetest.register_entity("shooter:arrow_entity", {
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textures = {
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textures = {
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get_texture("arrow_uv", "white"),
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get_texture("arrow_uv", "white"),
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},
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},
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color = "white",
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timer = 0,
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timer = 0,
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lifetime = SHOOTER_ARROW_LIFETIME,
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lifetime = SHOOTER_ARROW_LIFETIME,
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player = nil,
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player = nil,
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@ -80,7 +79,7 @@ minetest.register_entity("shooter:arrow_entity", {
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on_punch = function(self, puncher)
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on_punch = function(self, puncher)
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if puncher then
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if puncher then
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if puncher:is_player() then
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if puncher:is_player() then
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local stack = "shooter:arrow"
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local stack = "shooter:arrow_"..self.color
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local inv = puncher:get_inventory()
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local inv = puncher:get_inventory()
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if inv:room_for_item("main", stack) then
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if inv:room_for_item("main", stack) then
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inv:add_item("main", stack)
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inv:add_item("main", stack)
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@ -164,9 +163,14 @@ minetest.register_entity("shooter:arrow_entity", {
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end,
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end,
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})
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})
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minetest.register_tool("shooter:crossbow_loaded", {
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for _, color in pairs(dye.basecolors) do
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minetest.register_craftitem("shooter:arrow_"..color, {
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description = color:gsub("%a", string.upper, 1).." Arrow",
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inventory_image = get_texture("arrow_inv", color),
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})
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minetest.register_tool("shooter:crossbow_loaded_"..color, {
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description = "Crossbow",
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description = "Crossbow",
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inventory_image = get_texture("crossbow_loaded", "white"),
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inventory_image = get_texture("crossbow_loaded", color),
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groups = {not_in_creative_inventory=1},
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groups = {not_in_creative_inventory=1},
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on_use = function(itemstack, user, pointed_thing)
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on_use = function(itemstack, user, pointed_thing)
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minetest.sound_play("shooter_click", {object=user})
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minetest.sound_play("shooter_click", {object=user})
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@ -185,6 +189,10 @@ minetest.register_tool("shooter:crossbow_loaded", {
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ent = obj:get_luaentity()
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ent = obj:get_luaentity()
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end
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end
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if ent then
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if ent then
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ent.color = color
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obj:set_properties({
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textures = {get_texture("arrow_uv", color)}
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})
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minetest.sound_play("shooter_throw", {object=obj})
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minetest.sound_play("shooter_throw", {object=obj})
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local frame = get_animation_frame(dir)
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local frame = get_animation_frame(dir)
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obj:setyaw(yaw + math.pi)
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obj:setyaw(yaw + math.pi)
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@ -218,23 +226,24 @@ minetest.register_tool("shooter:crossbow_loaded", {
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end
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end
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return itemstack
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return itemstack
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end,
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end,
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})
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})
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end
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minetest.register_tool("shooter:crossbow", {
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minetest.register_tool("shooter:crossbow", {
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description = "Crossbow",
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description = "Crossbow",
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inventory_image = "shooter_crossbow.png",
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inventory_image = "shooter_crossbow.png",
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on_use = function(itemstack, user, pointed_thing)
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on_use = function(itemstack, user, pointed_thing)
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local inv = user:get_inventory()
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local inv = user:get_inventory()
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if inv:contains_item("main", "shooter:arrow") then
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for _, color in pairs(dye.basecolors) do
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if inv:contains_item("main", "shooter:arrow_"..color) then
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minetest.sound_play("shooter_reload", {object=user})
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minetest.sound_play("shooter_reload", {object=user})
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if not minetest.setting_getbool("creative_mode") then
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if not minetest.setting_getbool("creative_mode") then
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inv:remove_item("main", "shooter:arrow 1")
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inv:remove_item("main", "shooter:arrow_"..color.." 1")
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end
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return "shooter:crossbow_loaded_"..color.." 1 "..itemstack:get_wear()
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end
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end
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end
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itemstack = "shooter:crossbow_loaded 1 "..itemstack:get_wear()
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else
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minetest.sound_play("shooter_click", {object=user})
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minetest.sound_play("shooter_click", {object=user})
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end
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return itemstack
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end,
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end,
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})
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})
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@ -248,12 +257,22 @@ if SHOOTER_ENABLE_CRAFTING == true then
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},
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},
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})
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})
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minetest.register_craft({
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minetest.register_craft({
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output = "shooter:arrow",
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output = "shooter:arrow_white",
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recipe = {
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recipe = {
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{"default:steel_ingot", "", ""},
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{"default:steel_ingot", "", ""},
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{"", "default:stick", "default:paper"},
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{"", "default:stick", "default:paper"},
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{"", "default:paper", "default:stick"},
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{"", "default:paper", "default:stick"},
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},
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},
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})
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})
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for _, color in pairs(dye.basecolors) do
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if color ~= "white" then
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minetest.register_craft({
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output = "shooter:arrow_"..color,
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recipe = {
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{"", "dye:"..color, "shooter:arrow_white"},
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},
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})
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end
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end
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end
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end
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@ -1,3 +1,5 @@
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default
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default
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wool
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dye
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tnt
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tnt
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wool
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