Add crossbow and arrows
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de408aee18
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11 changed files with 261 additions and 0 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -4,4 +4,5 @@
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*bak*
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tags
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*.vim
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shooter.conf
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254
crossbow.lua
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254
crossbow.lua
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@ -0,0 +1,254 @@
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SHOOTER_CROSSBOW_USES = 50
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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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local function get_animation_frame(dir)
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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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if frame < 1 then
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frame = 1
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elseif frame > 180 then
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frame = 180
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end
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return frame
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end
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local function get_target_pos(p1, p2, dir, offset)
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local d = vector.distance(p1, p2) - offset
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local td = vector.multiply(dir, {x=d, y=d, z=d})
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return vector.add(p1, td)
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end
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local function punch_object(puncher, object)
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if puncher and shooter:is_valid_object(object) then
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if puncher ~= object then
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local dir = puncher:get_look_dir()
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local p1 = puncher:getpos()
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local p2 = object:getpos()
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local tpos = get_target_pos(p1, p2, dir, 0)
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shooter:spawn_particles(tpos, SHOOTER_EXPLOSION_TEXTURE)
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object:punch(puncher, nil, SHOOTER_ARROW_TOOL_CAPS, dir)
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end
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end
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end
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local function stop_arrow(object, pos, stuck)
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local acceleration = {x=0, y=-10, z=0}
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if stuck == true then
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pos = pos or object:getpos()
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acceleration = {x=0, y=0, z=0}
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object:moveto(pos)
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end
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object:set_properties({
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physical = true,
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collisionbox = {-1/8,-1/8,-1/8, 1/8,1/8,1/8},
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})
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object:setvelocity({x=0, y=0, z=0})
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object:setacceleration(acceleration)
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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 = "shooter_arrow_inv.png",
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})
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minetest.register_entity("shooter:arrow_entity", {
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physical = false,
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visual = "mesh",
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mesh = "shooter_arrow.b3d",
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visual_size = {x=1, y=1},
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textures = {
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"shooter_arrow_uv.png",
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},
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timer = 0,
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lifetime = SHOOTER_ARROW_LIFETIME,
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player = nil,
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state = "init",
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node_pos = nil,
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collisionbox = {0,0,0, 0,0,0},
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal=1})
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if staticdata == "expired" then
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self.object:remove()
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end
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end,
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on_punch = function(self, puncher)
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if puncher then
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if puncher:is_player() then
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local stack = "shooter:arrow"
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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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inv:add_item("main", stack)
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self.object:remove()
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end
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end
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end
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end,
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on_step = function(self, dtime)
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if self.state == "init" then
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return
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end
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self.timer = self.timer + dtime
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self.lifetime = self.lifetime - dtime
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if self.lifetime < 0 then
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self.object:remove()
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return
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elseif self.state == "dropped" then
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return
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elseif self.state == "stuck" then
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if self.timer > 1 then
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if self.node_pos then
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local node = minetest.get_node(self.node_pos)
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if node.name then
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local item = minetest.registered_items[node.name]
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if item then
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if not item.walkable then
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self.state = "dropped"
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stop_arrow(self.object)
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return
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end
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end
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end
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end
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self.timer = 0
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end
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return
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end
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if self.timer > 0.2 then
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local pos = self.object:getpos()
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local dir = vector.normalize(self.object:getvelocity())
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local frame = get_animation_frame(dir)
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self.object:set_animation({x=frame, y=frame}, 0)
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local objects = minetest.get_objects_inside_radius(pos, 5)
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for _,obj in ipairs(objects) do
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if shooter:is_valid_object(obj) then
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local collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25}
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local offset = SHOOTER_PLAYER_OFFSET
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if not obj:is_player() then
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offset = SHOOTER_ENTITY_OFFSET
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local ent = obj:get_luaentity()
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if ent then
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local def = minetest.registered_entities[ent.name]
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collisionbox = def.collisionbox or collisionbox
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end
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end
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local opos = vector.add(obj:getpos(), offset)
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local ray = {pos=pos, dir=dir}
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local plane = {pos=opos, normal={x=-1, y=0, z=-1}}
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local ipos = shooter:get_intersect_pos(ray, plane, collisionbox)
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if ipos then
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punch_object(self.player, obj)
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end
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end
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end
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local p = vector.add(pos, vector.multiply(dir, {x=5, y=5, z=5}))
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local _, npos = minetest.line_of_sight(pos, p, 1)
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if npos then
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local node = minetest.get_node(npos)
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local tpos = get_target_pos(pos, npos, dir, 0.66)
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self.node_pos = npos
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self.state = "stuck"
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stop_arrow(self.object, tpos, true)
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shooter:play_node_sound(node)
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end
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self.timer = 0
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end
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end,
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get_staticdata = function(self)
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return "expired"
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end,
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})
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minetest.register_tool("shooter:crossbow_loaded", {
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description = "Crossbow",
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inventory_image = "shooter_crossbow_loaded.png",
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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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minetest.sound_play("shooter_click", {object=user})
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if not minetest.setting_getbool("creative_mode") then
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itemstack:add_wear(65535/SHOOTER_CROSSBOW_USES)
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end
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itemstack = "shooter:crossbow 1 "..itemstack:get_wear()
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local pos = user:getpos()
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local dir = user:get_look_dir()
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local yaw = user:get_look_yaw()
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if pos and dir and yaw then
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pos.y = pos.y + 1.5
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local obj = minetest.add_entity(pos, "shooter:arrow_entity")
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local ent = nil
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if obj then
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ent = obj:get_luaentity()
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end
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if ent then
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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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obj:setyaw(yaw + math.pi)
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obj:set_animation({x=frame, y=frame}, 0)
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obj:setvelocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14})
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if pointed_thing.type ~= "nothing" then
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local ppos = minetest.get_pointed_thing_position(pointed_thing, false)
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local _, npos = minetest.line_of_sight(pos, ppos, 1)
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if npos then
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ppos = npos
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pointed_thing.type = "node"
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end
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if pointed_thing.type == "object" then
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punch_object(user, pointed_thing.ref)
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elseif pointed_thing.type == "node" then
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local node = minetest.get_node(ppos)
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local tpos = get_target_pos(pos, ppos, dir, 0.66)
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minetest.after(0.2, function(object, pos, npos)
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ent.node_pos = npos
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ent.state = "stuck"
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stop_arrow(object, pos, true)
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shooter:play_node_sound(node)
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end, obj, tpos, ppos)
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return itemstack
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end
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end
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obj:setacceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
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ent.player = ent.player or user
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ent.state = "flight"
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end
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end
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return itemstack
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end,
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})
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minetest.register_tool("shooter:crossbow", {
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description = "Crassbow",
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inventory_image = "shooter_crossbow.png",
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on_use = function(itemstack, user, pointed_thing)
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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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minetest.sound_play("shooter_reload", {object=user})
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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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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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end
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return itemstack
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end,
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})
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if SHOOTER_ENABLE_CRAFTING == true then
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minetest.register_craft({
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output = "shooter:crossbow",
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recipe = {
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{"default:stick", "default:stick", "default:stick"},
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{"default:stick", "default:stick", ""},
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{"default:stick", "", "default:bronze_ingot"},
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},
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})
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minetest.register_craft({
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output = "shooter:arrow",
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recipe = {
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{"default:steel_ingot", "", ""},
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{"", "default:stick", "default:paper"},
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{"", "default:paper", "default:stick"},
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},
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})
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end
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3
init.lua
3
init.lua
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@ -2,6 +2,9 @@ local modpath = minetest.get_modpath(minetest.get_current_modname())
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dofile(modpath.."/shooter.lua")
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if SHOOTER_ENABLE_CROSSBOW == true then
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dofile(modpath.."/crossbow.lua")
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end
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if SHOOTER_ENABLE_GUNS == true then
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dofile(modpath.."/guns.lua")
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end
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BIN
models/shooter_arrow.b3d
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BIN
models/shooter_arrow.b3d
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Binary file not shown.
BIN
models/shooter_arrow.blend
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BIN
models/shooter_arrow.blend
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Binary file not shown.
BIN
models/shooter_arrow_uv.png
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BIN
models/shooter_arrow_uv.png
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Binary file not shown.
After Width: | Height: | Size: 483 B |
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-- Enable node destruction with explosives
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SHOOTER_ENABLE_BLASTING = true
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-- Enable Crossbow
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SHOOTER_ENABLE_CROSSBOW = true
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-- Enable basic guns (Pistol, Rifle, Shotgun, Machine Gun)
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SHOOTER_ENABLE_GUNS = true
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BIN
textures/shooter_arrow_inv.png
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BIN
textures/shooter_arrow_inv.png
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Binary file not shown.
After Width: | Height: | Size: 262 B |
BIN
textures/shooter_arrow_uv.png
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BIN
textures/shooter_arrow_uv.png
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Binary file not shown.
After Width: | Height: | Size: 497 B |
BIN
textures/shooter_crossbow.png
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BIN
textures/shooter_crossbow.png
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Binary file not shown.
After Width: | Height: | Size: 500 B |
BIN
textures/shooter_crossbow_loaded.png
Normal file
BIN
textures/shooter_crossbow_loaded.png
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Binary file not shown.
After Width: | Height: | Size: 537 B |
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