Expose shooter functions to global namespace and some tweaks
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parent
fad87d1ed3
commit
de408aee18
1 changed files with 70 additions and 67 deletions
127
shooter.lua
127
shooter.lua
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@ -7,7 +7,8 @@ shooter = {
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reload_time = 0,
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reload_time = 0,
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}
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}
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SHOOTER_ENABLE_BLASTING = true
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SHOOTER_ENABLE_BLASTING = false
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SHOOTER_ENABLE_CROSSBOW = true
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SHOOTER_ENABLE_GUNS = true
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SHOOTER_ENABLE_GUNS = true
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SHOOTER_ENABLE_FLARES = true
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SHOOTER_ENABLE_FLARES = true
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SHOOTER_ENABLE_HOOK = true
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SHOOTER_ENABLE_HOOK = true
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@ -64,7 +65,7 @@ local function get_particle_pos(p, v, d)
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return vector.add(p, vector.multiply(v, {x=d, y=d, z=d}))
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return vector.add(p, vector.multiply(v, {x=d, y=d, z=d}))
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end
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end
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local function spawn_particles(pos, texture)
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function shooter:spawn_particles(pos, texture)
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if SHOOTER_ENABLE_PARTICLE_FX == true then
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if SHOOTER_ENABLE_PARTICLE_FX == true then
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if type(texture) ~= "string" then
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if type(texture) ~= "string" then
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texture = SHOOTER_EXPLOSION_TEXTURE
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texture = SHOOTER_EXPLOSION_TEXTURE
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@ -79,26 +80,20 @@ local function spawn_particles(pos, texture)
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end
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end
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end
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end
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local function is_valid_object(object)
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function shooter:play_node_sound(node, pos)
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if object then
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local item = minetest.registered_items[node.name]
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if object:is_player() == true then
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if item then
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return true
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if item.sounds then
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end
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local spec = item.sounds.dug
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if SHOOTER_ALLOW_ENTITIES == true then
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if spec then
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local luaentity = object:get_luaentity()
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spec.pos = pos
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if luaentity then
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minetest.sound_play(spec.name, spec)
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if luaentity.name then
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if allowed_entities[luaentity.name] then
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return true
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end
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end
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end
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end
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end
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end
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end
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end
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end
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return false
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end
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local function punch_node(pos, def)
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function shooter:punch_node(pos, def)
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local node = minetest.get_node(pos)
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local node = minetest.get_node(pos)
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if not node then
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if not node then
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return
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return
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@ -117,16 +112,11 @@ local function punch_node(pos, def)
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local level = item.groups[k] or 0
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local level = item.groups[k] or 0
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if level >= v then
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if level >= v then
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minetest.remove_node(pos)
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minetest.remove_node(pos)
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local sounds = item.sounds
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shooter:play_node_sound(node, pos)
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if item.sounds then
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local spec = item.sounds.dug
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if spec then
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spec.pos = pos
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minetest.sound_play(spec.name, spec)
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end
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end
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if item.tiles then
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if item.tiles then
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return item.tiles[1]
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if item.tiles[1] then
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shooter:spawn_particles(pos, item.tiles[1])
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end
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end
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end
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break
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break
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end
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end
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@ -134,6 +124,41 @@ local function punch_node(pos, def)
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end
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end
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end
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end
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function shooter:is_valid_object(object)
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if object then
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if object:is_player() == true then
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return SHOOTER_ALLOW_PLAYERS
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end
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if SHOOTER_ALLOW_ENTITIES == true then
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local luaentity = object:get_luaentity()
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if luaentity then
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if luaentity.name then
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if allowed_entities[luaentity.name] then
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return true
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end
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end
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end
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end
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end
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end
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function shooter:get_intersect_pos(ray, plane, collisionbox)
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local v = vector.subtract(ray.pos, plane.pos)
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local r1 = get_dot_product(v, plane.normal)
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local r2 = get_dot_product(ray.dir, plane.normal)
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if r2 ~= 0 then
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local t = -(r1 / r2)
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local td = vector.multiply(ray.dir, {x=t, y=t, z=t})
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local pt = vector.add(ray.pos, td)
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local pd = vector.subtract(pt, plane.pos)
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if math.abs(pd.x) < collisionbox[4] and
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math.abs(pd.y) < collisionbox[5] and
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math.abs(pd.z) < collisionbox[6] then
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return pt
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end
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end
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end
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function shooter:process_round(round)
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function shooter:process_round(round)
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local target = {object=nil, distance=10000}
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local target = {object=nil, distance=10000}
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local p1 = round.pos
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local p1 = round.pos
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@ -142,42 +167,29 @@ function shooter:process_round(round)
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local p2 = vector.add(ref.pos, ref.offset)
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local p2 = vector.add(ref.pos, ref.offset)
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if p1 and p2 and ref.name ~= round.name then
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if p1 and p2 and ref.name ~= round.name then
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local d = vector.distance(p1, p2)
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local d = vector.distance(p1, p2)
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if d < round.def.step then
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if d < round.def.step and d < target.distance then
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local n = vector.multiply(v1, {x=-1, y=0, z=-1})
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local ray = {pos=p1, dir=v1}
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local v2 = vector.subtract(p1, p2)
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local plane = {pos=p2, normal={x=-1, y=0, z=-1}}
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local r1 = get_dot_product(n, v2)
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local pos = shooter:get_intersect_pos(ray, plane, ref.collisionbox)
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local r2 = get_dot_product(n, v1)
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if pos then
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if r2 ~= 0 then
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local t = -(r1 / r2)
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local td = vector.multiply(v1, {x=t, y=t, z=t})
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local pt = vector.add(p1, td)
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local pd = vector.subtract(pt, p2)
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if math.abs(pd.x) < ref.collisionbox[4] and
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math.abs(pd.y) < ref.collisionbox[5] and
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math.abs(pd.z) < ref.collisionbox[6] then
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target.object = ref.object
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target.object = ref.object
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target.pos = pt
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target.pos = pos
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target.distance = d
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target.distance = d
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end
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end
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end
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end
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end
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end
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end
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end
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end
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if target.object and target.pos then
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if target.object and target.pos then
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local success, pos = minetest.line_of_sight(p1, target.pos, 1)
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local success, pos = minetest.line_of_sight(p1, target.pos, 1)
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if success then
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if success then
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local user = minetest.get_player_by_name(round.name)
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local user = minetest.get_player_by_name(round.name)
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if user then
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if user then
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target.object:punch(user, nil, round.def.tool_caps, v1)
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target.object:punch(user, nil, round.def.tool_caps, v1)
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spawn_particles(target.pos, SHOOTER_EXPLOSION_TEXTURE)
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shooter:spawn_particles(target.pos, SHOOTER_EXPLOSION_TEXTURE)
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end
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end
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return 1
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return 1
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elseif pos and SHOOTER_ALLOW_NODES == true then
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elseif pos and SHOOTER_ALLOW_NODES == true then
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local texture = punch_node(pos, round.def)
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shooter:punch_node(pos, round.def)
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if texture then
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local pp = get_particle_pos(p1, v1, vector.distance(p1, pos))
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spawn_particles(pp, texture)
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end
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return 1
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return 1
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end
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end
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elseif SHOOTER_ALLOW_NODES == true then
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elseif SHOOTER_ALLOW_NODES == true then
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@ -185,11 +197,7 @@ function shooter:process_round(round)
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local p2 = vector.add(p1, vector.multiply(v1, {x=d, y=d, z=d}))
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local p2 = vector.add(p1, vector.multiply(v1, {x=d, y=d, z=d}))
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local success, pos = minetest.line_of_sight(p1, p2, 1)
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local success, pos = minetest.line_of_sight(p1, p2, 1)
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if pos then
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if pos then
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local texture = punch_node(pos, round.def)
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shooter:punch_node(pos, round.def)
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if texture then
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local pp = get_particle_pos(p1, v1, vector.distance(p1, pos))
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spawn_particles(pp, texture)
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end
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return 1
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return 1
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end
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end
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end
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end
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@ -207,7 +215,7 @@ function shooter:register_weapon(name, def)
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def.spec.name = user:get_player_name()
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def.spec.name = user:get_player_name()
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if shots > 1 then
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if shots > 1 then
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local step = def.spec.tool_caps.full_punch_interval
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local step = def.spec.tool_caps.full_punch_interval
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for i = 0, step * (shots), step do
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for i = 0, step * shots, step do
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minetest.after(i, function()
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minetest.after(i, function()
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shooter:fire_weapon(user, pointed_thing, def.spec)
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shooter:fire_weapon(user, pointed_thing, def.spec)
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end)
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end)
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@ -254,20 +262,15 @@ function shooter:fire_weapon(user, pointed_thing, def)
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)
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)
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if pointed_thing.type == "node" and SHOOTER_ALLOW_NODES == true then
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if pointed_thing.type == "node" and SHOOTER_ALLOW_NODES == true then
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local pos = minetest.get_pointed_thing_position(pointed_thing, false)
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local pos = minetest.get_pointed_thing_position(pointed_thing, false)
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local texture = punch_node(pos, def)
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shooter:punch_node(pos, def)
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if texture then
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local pp = get_particle_pos(p1, v1, vector.distance(p1, pos))
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pp.y = pp.y + 1.75
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spawn_particles(pp, texture)
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end
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elseif pointed_thing.type == "object" then
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elseif pointed_thing.type == "object" then
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local object = pointed_thing.ref
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local object = pointed_thing.ref
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if is_valid_object(object) == true then
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if shooter:is_valid_object(object) == true then
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object:punch(user, nil, def.tool_caps, v1)
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object:punch(user, nil, def.tool_caps, v1)
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local p2 = object:getpos()
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local p2 = object:getpos()
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local pp = get_particle_pos(p1, v1, vector.distance(p1, p2))
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local pp = get_particle_pos(p1, v1, vector.distance(p1, p2))
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pp.y = pp.y + 1.75
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pp.y = pp.y + 1.75
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spawn_particles(pp, SHOOTER_EXPLOSION_TEXTURE)
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shooter:spawn_particles(pp, SHOOTER_EXPLOSION_TEXTURE)
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end
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end
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else
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else
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shooter:update_objects()
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shooter:update_objects()
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@ -355,7 +358,7 @@ function shooter:blast(pos, radius, fleshy, distance, user)
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local p1 = vector.subtract(pos, radius)
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local p1 = vector.subtract(pos, radius)
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local p2 = vector.add(pos, radius)
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local p2 = vector.add(pos, radius)
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minetest.sound_play("tnt_explode", {pos=pos, gain=1})
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minetest.sound_play("tnt_explode", {pos=pos, gain=1})
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if SHOOTER_ALLOW_NODES == true and SHOOTER_ENABLE_BLASTING then
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if SHOOTER_ALLOW_NODES and SHOOTER_ENABLE_BLASTING then
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if SHOOTER_ENABLE_PROTECTION then
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if SHOOTER_ENABLE_PROTECTION then
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if not minetest.is_protected(pos, name) then
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if not minetest.is_protected(pos, name) then
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minetest.set_node(pos, {name="tnt:boom"})
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minetest.set_node(pos, {name="tnt:boom"})
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