Light/shadow projectile destroy each other on hit
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@ -1,8 +1,8 @@
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local S = minetest.get_translator("sf_mobs")
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--[[ Armor groups used by the mobs:
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shadow_physical: Shadow mob that has "materialized" somewhat, vulnerable to physical attacks
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shadow_special: Shadow mob that is vulnerable to special attack
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shadow_physical: Normal shadow mob
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shadow_special: Shadow projectile
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]]
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local EDITOR = minetest.settings:get_bool("sf_editor", false) or minetest.settings:get_bool("creative_mode", false)
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@ -41,7 +41,7 @@ local SHADOW_ORB_DEATH_CHECK_RANGE = 40
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local SHADOW_PROJECTILE_TOOL_PROPERTIES = {
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full_punch_interval = 0.0,
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damage_groups = { fleshy = 1, },
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damage_groups = { fleshy = 1, light = 1 },
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}
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local SHADOW_FRAGMENTS_DROP_MIN = 1
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@ -142,7 +142,7 @@ local function register_simple_projectile(id, initial_properties, def)
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self._shooter = ddata.shooter
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self._life_timer = ddata.life_timer
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end
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self.object:set_armor_groups({immortal=1})
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self.object:set_armor_groups(def.armor)
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end,
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on_step = function(self, dtime, moveresult)
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local opos = self.object:get_pos()
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@ -169,9 +169,10 @@ local function register_simple_projectile(id, initial_properties, def)
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end
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if self._shooter then
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local armor = collision.object:get_armor_groups()
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if not armor or not armor.immortal or armor.immortal == 0 then
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-- Play notify sound to shooter when hitting a shadow mob
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if armor and armor.shadow_physical ~= nil and armor.shadow_physical ~= 0 then
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local shooter = minetest.get_player_by_name(self._shooter)
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-- Play notify sound to shooter unless it's a self-hit
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-- No sound for self-hit
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if shooter and not (collision.object:is_player() and collision.object:get_player_name() == self._shooter) then
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minetest.sound_play({name="sf_projectiles_hit_ranged", gain=0.8}, {to_player=self._shooter}, true)
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end
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@ -202,6 +203,7 @@ end
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register_simple_projectile("shadow",
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{
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hp_max = 1,
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textures = {"sf_projectiles_shadow.png"},
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pointable = true,
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is_visible = true,
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@ -220,10 +222,14 @@ register_simple_projectile("shadow",
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impact_particles_func=shadow_impact_particles,
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move_particles_func=shadow_move_particles,
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impact_sound={name="sf_projectiles_shadow_impact", gain=0.1},
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-- Special armor group to differenciate the shadow projectile
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-- from shadow mobs (which use shadow_physical)
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armor={shadow_special=100},
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}
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)
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register_simple_projectile("light",
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{
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hp_max = 1,
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pointable = false,
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visual = "sprite",
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is_visible = true,
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@ -240,5 +246,6 @@ register_simple_projectile("light",
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impact_particles_func=light_impact_particles,
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move_particles_func=light_move_particles,
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impact_sound={name="sf_projectiles_light_impact", gain=0.2},
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armor={light=100},
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}
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)
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