501 lines
13 KiB
Lua
501 lines
13 KiB
Lua
gunslinger = {}
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local max_wear = 65534
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local lite = minetest.settings:get_bool("gunslinger.lite")
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--get the walking speed
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local max_speed = minetest.settings:get("movement_speed_walk") or 4
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-- account a little bit for jumping and falling
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max_speed = max_speed + 2
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local guns = {}
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local types = {}
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local automatic = {}
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local scope_overlay = {}
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local interval = {}
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--
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-- Internal API functions
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--
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local function play_sound(sound, player)
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minetest.sound_play(sound, {
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object = player,
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loop = false,
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max_hear_distance = 200,
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pitch = math.random(90,110)*.01
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})
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end
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local function add_auto(name, def, stack)
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automatic[name] = {
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def = def,
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stack = stack
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}
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end
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--------------------------------
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local function show_scope(player, scope, zoom)
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if not player then
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return
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end
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-- Create HUD overlay element
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scope_overlay[player:get_player_name()] = player:hud_add({
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hud_elem_type = "image",
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position = {x = 0.5, y = 0.5},
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alignment = {x = 0, y = 0},
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text = scope
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})
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end
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local function hide_scope(player)
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if not player then
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return
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end
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local name = player:get_player_name()
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player:hud_remove(scope_overlay[name])
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scope_overlay[name] = nil
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end
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--------------------------------
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local function reload(stack, player, ammo)
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-- Check for ammo
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if not ammo then
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return stack
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end
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local is_mag = minetest.get_item_group(ammo, "gunslinger_magazine") > 0
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local inv = player:get_inventory()
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if inv:contains_item("main", ammo) then
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-- Ammo exists, reload and reset wear
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if is_mag then
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local id
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local magstack
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local magwear = 65534
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for i = 1, inv:get_size("main") do
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if inv:get_stack("main", i):get_name() == ammo then
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if inv:get_stack("main", i):get_wear() <= magwear then
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id = i
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magstack = inv:get_stack("main", i)
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magwear = magstack:get_wear()
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end
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end
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end
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stack:replace({name = string.gsub(stack:get_name(), '_empty', ""), wear = magwear})
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magstack:take_item()
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inv:set_stack("main", id, magstack)
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else
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stack:set_wear(0)
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inv:remove_item("main", ammo)
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end
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minetest.sound_play("gunslinger_loadmag", {
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object = player,
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loop = false,
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max_hear_distance = 30,
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pitch = math.random(90,110)*.01
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})
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else
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-- No ammo, play click sound
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play_sound("gunslinger_ooa", player)
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end
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return stack
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end
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local function fire(stack, player, base_spread, max_spread, pellets)
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-- Workaround to prevent function from running if stack is nil
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if not stack then
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return
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end
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local def = gunslinger.get_def(stack:get_name())
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if not def then
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return stack
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end
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local wear = stack:get_wear()
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if wear == max_wear then
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if def.magazine then
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return stack
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else
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return reload(stack, player, def.ammo)
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end
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end
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-- Play gunshot sound
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play_sound(def.fire_sound, player)
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-- Take aim
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local eye_offset = {x = 0, y = 1.45, z = 0} --player:get_eye_offset().offset_first
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--local first, third = player:get_eye_offset()
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--eye_offset = vector.add(eye_offset, first)
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local dir = player:get_look_dir()
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local p1 = vector.add(player:get_pos(), eye_offset)
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p1 = vector.add(p1, dir)
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--no point in calculating how much you should spread with distance if it's disabled
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if max_spread then
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local speed = vector.length(player:get_player_velocity())
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if speed > max_speed then
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speed = max_speed
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end
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--a little calculation. speed divided by max speed should always be a value between 0 and 1.
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base_spread = base_spread + max_spread*(speed/max_speed)
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end
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if not pellets then pellets = 1 end
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for i = 1, pellets do
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if base_spread then
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dir.x = dir.x + (math.random(-1*base_spread, base_spread))*.001
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dir.y = dir.y + (math.random(-1*base_spread, base_spread))*.001
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dir.z = dir.z + (math.random(-1*base_spread, base_spread))*.001
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end
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local p2 = vector.add(p1, vector.multiply(dir, def.range))
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local ray = minetest.raycast(p1, p2)
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local pointed = ray:next()
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if pointed and pointed.ref and pointed.ref == player then
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pointed = ray:next()
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end
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if pointed and pointed.intersection_point and pointed.type == "node" then
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minetest.add_particle({
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pos = vector.subtract(pointed.intersection_point, vector.divide(dir, 50)),
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expirationtime = 10,
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size = 2,
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texture = "gunslinger_decal.png",
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vertical = true
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})
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end
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-- Projectile particle
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minetest.add_particle({
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pos = p1,
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velocity = vector.multiply(dir, 400),
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acceleration = {x = 0, y = 0, z = 0},
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expirationtime = 2,
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size = 1,
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collisiondetection = true,
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collision_removal = true,
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object_collision = true,
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glow = 5,
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texture = "gunslinger_bullet.png"
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})
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-- Fire!
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if pointed and pointed.type == "object" then
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local target = pointed.ref
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local point = pointed.intersection_point
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local dmg = def.base_dmg * def.dmg_mult
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-- Add 50% damage if headshot
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if point.y > target:get_pos().y + 1.5 then
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dmg = dmg * 1.5
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end
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-- Add 20% more damage if player using scope
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if scope_overlay[player:get_player_name()] then
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dmg = dmg * 1.2
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end
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target:punch(player, nil, {damage_groups={fleshy=dmg}})
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end
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if def.horizontal_recoil then
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local h = player:get_look_horizontal()
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player:set_look_horizontal(h + (math.random(-1*def.horizontal_recoil, def.horizontal_recoil))*.001)
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end
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if def.vertical_recoil then
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local v = player:get_look_vertical()
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player:set_look_vertical(v - (math.random(def.vertical_recoil/2, def.vertical_recoil))*.001)
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end
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end
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-- Update wear
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local wear = stack:get_wear()
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wear = wear + def.unit_wear
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if wear > max_wear then
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wear = max_wear
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end
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stack:set_wear(wear)
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return stack
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end
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local function burst_fire(stack, player, base_spread, max_spread, pellets)
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local def = gunslinger.get_def(stack:get_name())
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local burst = def.burst or 3
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for i = 1, burst do
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minetest.after(i / def.fire_rate, function(st)
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fire(st, player, base_spread, max_spread, pellets)
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end, stack)
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end
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-- Manually add wear to stack, as functions can't return
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-- values from within minetest.after
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local wear = stack:get_wear()
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wear = wear + def.unit_wear*3
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if wear > max_wear then
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wear = max_wear
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end
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stack:set_wear(wear)
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return stack
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end
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--------------------------------
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local function on_lclick(stack, player)
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if not stack or not player then
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return
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end
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local def = gunslinger.get_def(stack:get_name())
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if not def then
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return
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end
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local name = player:get_player_name()
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if interval[name] and interval[name] < def.unit_time then
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return
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end
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interval[name] = 0
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if def.mode == "automatic" and not automatic[name] then
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add_auto(name, def, stack)
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elseif def.mode == "hybrid"
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and not automatic[name] then
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if scope_overlay[name] then
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stack = burst_fire(stack, player, def.base_spread, def.pellets)
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else
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add_auto(name, def)
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end
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elseif def.mode == "burst" then
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stack = burst_fire(stack, player, def.base_spread, def.pellets)
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elseif def.mode == "semi-automatic" then
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stack = fire(stack, player, def.base_spread, def.max_spread, def.pellets)
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elseif def.mode == "manual" then
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local meta = stack:get_meta()
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if meta:contains("loaded") then
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stack = fire(stack, player, def.base_spread, def.max_spread, def.pellets)
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meta:set_string("loaded", "")
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else
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stack = reload(stack, player, def.ammo)
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meta:set_string("loaded", "true")
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end
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end
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return stack
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end
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local function on_rclick(stack, player)
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local def = gunslinger.get_def(stack:get_name())
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if scope_overlay[player:get_player_name()] then
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hide_scope(player)
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else
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if def.scope then
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show_scope(player, def.scope, def.scope_overlay)
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end
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end
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return stack
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end
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local function on_q(itemstack, dropper, pos)
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local name = itemstack:get_name()
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local def = gunslinger.get_def(name)
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local inv = dropper:get_inventory()
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if inv:room_for_item("main", {name = def.ammo}) then
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inv:add_item("main", {name = def.ammo, wear = itemstack:get_wear()})
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else
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minetest.add_item(pos, {name = def.ammo, wear = itemstack:get_wear()})
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end
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minetest.sound_play("gunslinger_dropmag", {
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object = player,
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loop = false,
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max_hear_distance = 30,
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pitch = math.random(90,110)*.01
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})
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dropper:set_wielded_item({name = name.."_empty"})
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end
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--------------------------------
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local function on_step(dtime)
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for name in pairs(interval) do
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interval[name] = interval[name] + dtime
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end
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for name, info in pairs(automatic) do
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local player = minetest.get_player_by_name(name)
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if not player or player:get_hp() <= 0 then
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automatic[name] = nil
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return
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end
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if player:get_wielded_item():get_name() ~= info.stack:get_name() then return end
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if interval[name] < info.def.unit_time then
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return
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end
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if player:get_player_control().LMB then
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-- If LMB pressed, fire
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info.stack = fire(player:get_wielded_item(), player, info.def.base_spread, info.def.max_spread, info.def.pellets)
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player:set_wielded_item(info.stack)
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automatic[name].stack = info.stack
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interval[name] = 0
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else
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-- If LMB not pressed, remove player from list
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automatic[name] = nil
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end
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end
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end
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if not lite then
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minetest.register_globalstep(on_step)
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end
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--
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-- External API functions
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--
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function gunslinger.get_def(name)
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return guns[name]
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end
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function gunslinger.register_type(name, def)
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assert(type(name) == "string" and type(def) == "table",
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"gunslinger.register_type: Invalid params!")
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assert(not types[name], "gunslinger.register_type:"
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.. " Attempt to register a type with an existing name!")
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types[name] = def
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end
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function gunslinger.register_gun(name, def)
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assert(type(name) == "string" and type(def) == "table",
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"gunslinger.register_type: Invalid params!")
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assert(not guns[name], "gunslinger.register_gun:"
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.. " Attempt to register a gun with an existing name!")
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-- Import type defaults if def.type specified
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if def.type then
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assert(types[def.type], "gunslinger.register_gun: Invalid type!")
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for name, val in pairs(types[def.type]) do
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def[name] = val
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end
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end
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-- Abort when making use of unimplemented features
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if def.zoom then
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error("register_gun: Unimplemented feature!")
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end
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if (def.mode == "automatic" or def.mode == "hybrid")
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and lite then
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error("gunslinger.register_gun: Attempt to register gun of " ..
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"type '" .. def.mode .. "' when lite mode is enabled")
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end
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def.itemdef.on_use = on_lclick
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--[[def.itemdef.on_secondary_use = on_rclick
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def.itemdef.on_place = function(stack, player, pointed)
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if pointed.type == "node" then
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local node = minetest.get_node_or_nil(pointed.under)
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local nodedef = minetest.registered_items[node.name]
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return nodedef.on_rightclick or on_rclick(stack, player)
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elseif pointed.type == "object" then
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local entity = pointed.ref:get_luaentity()
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return entity:on_rightclick(player) or on_rclick(stack, player)
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end
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end--]]
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if def.magazine then
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def.itemdef.on_drop = on_q
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end
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if not def.pellets then
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def.pellets = 1
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end
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if not def.dmg_mult then
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def.dmg_mult = 1
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end
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if not def.fire_sound then
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def.fire_sound = (def.pellets == 1)
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and "gunslinger_fire1" or "gunslinger_fire2"
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end
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if def.zoom and not def.scope then
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error("gunslinger.register_gun: zoom requires scope to be defined!")
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end
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def.unit_wear = math.ceil(max_wear / def.clip_size)
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def.unit_time = 1 / def.fire_rate
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def.itemdef.wear_represents = "ammunition"
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guns[name] = def
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minetest.register_tool(name, def.itemdef)
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if def.magazine then
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local emtpydef = table.copy(def).itemdef
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emtpydef.description = emtpydef.description.." (Empty)"
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emtpydef.inventory_image = string.gsub(emtpydef.inventory_image, '.png', "").."_empty.png"
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emtpydef.wield_image = string.gsub(emtpydef.wield_image, '.png', "").."_empty.png"
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emtpydef.on_drop = nil
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emtpydef.groups = {not_in_creative_inventory = 1}
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emtpydef.on_use = function(stack, player)
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return reload(stack, player, def.ammo)
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end
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minetest.register_tool(name.."_empty", emtpydef)
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end
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end
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function gunslinger.register_magazine(magazine, ammunition, size)
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minetest.override_item(magazine, {
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groups = {gunslinger_magazine=1},
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wear_represents = "ammunition"
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})
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minetest.register_craft({
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type = "shapeless",
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output = magazine,
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recipe = {magazine, ammunition},
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})
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minetest.register_craft({
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type = "shapeless",
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output = magazine.." 1 65535",
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recipe = {magazine}
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})
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minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv)
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local hasbullet
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local hasmag
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local magid
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local other = false
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for id, stack in pairs (old_craft_grid) do
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if stack:get_name() == ammunition then
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hasbullet = stack:get_count()
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elseif stack:get_name() == magazine then
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hasmag = stack:get_wear()
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magid = id
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elseif stack:get_name() ~= "" then
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other = true
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end
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end
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if other then return end
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if hasmag and not hasbullet then
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local bullets = math.floor((size+.5) - ((hasmag/65534)*size))
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craft_inv:add_item("craft", {name = ammunition, count = bullets})
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end
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if hasbullet and hasmag then
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craft_inv:add_item("craft", {name = ammunition})
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local needbullets = math.floor((hasmag/65534)*size+.5)
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if needbullets == 0 then
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return
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end
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if hasbullet >= needbullets then
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itemstack:set_wear(0)
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craft_inv:remove_item("craft", {name = ammunition, count = needbullets})
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else
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itemstack:set_wear(hasmag-(hasbullet*(65534/size)))
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craft_inv:remove_item("craft", {name = ammunition, count = hasbullet})
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end
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end
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end)
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end |