Separate weapons and API
Use less generic mod names to avoid conflicts
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parent
0533d52142
commit
edb19cf061
68 changed files with 134 additions and 102 deletions
2
shooter_turret/depends.txt
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2
shooter_turret/depends.txt
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shooter
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shooter_guns
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270
shooter_turret/init.lua
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270
shooter_turret/init.lua
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local function get_turret_entity(pos)
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local entity = nil
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local objects = minetest.get_objects_inside_radius(pos, 1)
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for _, obj in ipairs(objects) do
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local ent = obj:get_luaentity()
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if ent then
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if ent.name == "shooter_turret:turret_entity" then
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-- Remove duplicates
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if entity then
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obj:remove()
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else
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entity = ent
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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 entity
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end
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minetest.register_entity("shooter_turret:tnt_entity", {
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physical = false,
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timer = 0,
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visual = "cube",
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visual_size = {x=1/4, y=1/4},
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textures = {
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"tnt_top.png",
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"tnt_bottom.png",
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"tnt_side.png",
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"tnt_side.png",
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"tnt_side.png",
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"tnt_side.png",
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},
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player = 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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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_step = function(self, dtime)
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self.timer = self.timer + dtime
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if self.timer > 0.2 then
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local pos = self.object:getpos()
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if minetest.get_node(pos).name ~= "air" then
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self.object:remove()
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shooter:blast(pos, 4, 80, 10, self.player)
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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_entity("shooter_turret:turret_entity", {
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physical = true,
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visual = "mesh",
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mesh = "shooter_turret.b3d",
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visual_size = {x=1, y=1},
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collisionbox = {-0.3, 0.5,-0.3, 0.3,1,0.3},
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textures = {
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"shooter_turret_uv.png",
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},
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timer = 0,
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player = nil,
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pitch = 40,
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yaw = 0,
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firing = false,
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on_activate = function(self, staticdata)
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self.pos = self.object:getpos()
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self.yaw = self.object:getyaw()
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if minetest.get_node(self.pos).name ~= "shooter_turret:turret" then
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self.object:remove()
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return
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end
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self.object:set_animation({x=self.pitch, y=self.pitch}, 0)
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self.object:set_armor_groups({fleshy=0})
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-- Remove duplicates
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get_turret_entity(self.pos)
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end,
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on_rightclick = function(self, clicker)
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if self.player then
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self.player:set_detach()
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self.player = nil
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else
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clicker:set_attach(self.object, "", {x=0,y=5,z=-8}, {x=0,y=0,z=0})
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self.player = clicker
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end
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end,
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on_step = function(self, dtime)
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self.timer = self.timer + dtime
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if self.timer < 0.1 then
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return
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end
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if self.player then
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local pitch = self.pitch
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local yaw = self.object:getyaw()
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local ctrl = self.player:get_player_control()
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local step = 2
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if ctrl then
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if ctrl.sneak then
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step = 1
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if ctrl.jump then
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if self.firing == false then
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self:fire()
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self.firing = true
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end
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else
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self.firing = false
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end
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end
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if ctrl.down then
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pitch = pitch + 1 * step
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elseif ctrl.up then
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pitch = pitch - 1 * step
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end
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if ctrl.left then
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yaw = yaw + 0.025 * step
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elseif ctrl.right then
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yaw = yaw - 0.025 * step
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end
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if pitch < 0 then
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pitch = 0
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elseif pitch > 90 then
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pitch = 90
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end
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if self.pitch ~= pitch then
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self.object:set_animation({x=pitch, y=pitch}, 0)
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self.pitch = pitch
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end
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if self.yaw ~= yaw then
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self.object:setyaw(yaw)
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self.yaw = yaw
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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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fire = function(self)
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local meta = minetest.get_meta(self.pos)
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local inv = meta:get_inventory()
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if not inv then
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return
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end
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if not inv:contains_item("main", "tnt:tnt") then
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minetest.sound_play("shooter_click", {object=self.object})
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return
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end
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minetest.sound_play("guns_shotgun", {object=self.object})
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if not minetest.setting_getbool("creative_mode") then
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inv:remove_item("main", "tnt:tnt")
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end
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local pitch = math.rad(self.pitch - 40)
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local len = math.cos(pitch)
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local dir = vector.normalize({
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x = len * math.sin(-self.yaw),
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y = math.sin(pitch),
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z = len * math.cos(self.yaw),
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})
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local pos = {x=self.pos.x, y=self.pos.y + 0.87, z=self.pos.z}
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pos = vector.add(pos, {x=dir.x * 1.5, y=dir.y * 1.5, z=dir.z * 1.5})
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local obj = minetest.add_entity(pos, "shooter_turret:tnt_entity")
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if obj then
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local ent = obj:get_luaentity()
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if ent then
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minetest.sound_play("shooter_rocket_fire", {object=obj})
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ent.player = self.player
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obj:setyaw(self.yaw)
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obj:setvelocity({x=dir.x * 20, y=dir.y * 20, z=dir.z * 20})
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obj:setacceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
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end
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end
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if SHOOTER_ENABLE_PARTICLE_FX == true then
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minetest.add_particlespawner(10, 0.1,
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{x=pos.x - 1, y=pos.y - 1, z=pos.z - 1},
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{x=pos.x + 1, y=pos.y + 1, z=pos.z + 1},
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{x=0, y=0, z=0}, {x=0, y=0, z=0},
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{x=-0.5, y=-0.5, z=-0.5}, {x=0.5, y=0.5, z=0.5},
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0.1, 1, 8, 15, false, "tnt_smoke.png"
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)
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end
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end
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})
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minetest.register_node("shooter_turret:turret", {
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description = "Turret Gun",
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tiles = {"shooter_turret_base.png"},
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inventory_image = "shooter_turret_gun.png",
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wield_image = "shooter_turret_gun.png",
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drawtype = "nodebox",
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paramtype = "light",
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paramtype2 = "facedir",
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groups = {snappy=2,choppy=2,oddly_breakable_by_hand=3},
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node_box = {
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type = "fixed",
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fixed = {
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{-1/8, 1/8, -1/8, 1/8, 1/2, 1/8},
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{-5/16, 0, -5/16, 5/16, 1/8, 5/16},
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{-3/8, -1/2, -3/8, -1/4, 0, -1/4},
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{1/4, -1/2, 1/4, 3/8, 0, 3/8},
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{1/4, -1/2, -3/8, 3/8, 0, -1/4},
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{-3/8, -1/2, 1/4, -1/4, 0, 3/8},
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},
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},
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec", "size[8,9]"..
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"list[current_name;main;2,0;4,4;]"..
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"list[current_player;main;0,5;8,4;]"
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)
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meta:set_string("infotext", "Turret Gun")
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local inv = meta:get_inventory()
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inv:set_size("main", 16)
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end,
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after_place_node = function(pos, placer)
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local node = minetest.get_node({x=pos.x, y=pos.y + 1, z=pos.z})
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if node.name == "air" then
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if not get_turret_entity(pos) then
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minetest.add_entity(pos, "shooter_turret:turret_entity")
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end
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end
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end,
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can_dig = function(pos, player)
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local meta = minetest.get_meta(pos);
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local inv = meta:get_inventory()
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return inv:is_empty("main")
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end,
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after_destruct = function(pos, oldnode)
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local ent = get_turret_entity(pos)
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if ent then
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ent.object:remove()
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end
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end,
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mesecons = {
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effector = {
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action_on = function(pos, node)
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local ent = get_turret_entity(pos)
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if ent then
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if ent.firing == false then
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ent:fire()
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ent.firing = true
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end
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end
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end,
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action_off = function(pos, node)
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local ent = get_turret_entity(pos)
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if ent then
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ent.firing = false
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end
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end,
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},
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},
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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_turret:turret",
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recipe = {
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{"default:bronze_ingot", "default:bronze_ingot", "default:steel_ingot"},
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{"", "default:bronze_ingot", "default:steel_ingot"},
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{"", "default:diamond", ""},
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},
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})
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end
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--Backward compatibility
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minetest.register_alias("shooter:turret", "shooter_turret:turret")
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BIN
shooter_turret/models/shooter_turret.b3d
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BIN
shooter_turret/models/shooter_turret.b3d
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Binary file not shown.
BIN
shooter_turret/models/shooter_turret.blend
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shooter_turret/models/shooter_turret.blend
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BIN
shooter_turret/textures/shooter_turret_base.png
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shooter_turret/textures/shooter_turret_base.png
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After Width: | Height: | Size: 178 B |
BIN
shooter_turret/textures/shooter_turret_gun.png
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shooter_turret/textures/shooter_turret_gun.png
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After Width: | Height: | Size: 354 B |
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shooter_turret/textures/shooter_turret_uv.png
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shooter_turret/textures/shooter_turret_uv.png
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After Width: | Height: | Size: 1.2 KiB |
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