Working on weapons
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16edad52f7
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@ -6,20 +6,15 @@ local c_brick = minetest.get_content_id("default:obsidianbrick")
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local c_chest = minetest.get_content_id("default:chest_locked")
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-- get node but use fallback for nil or unknown
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local function node_ok(pos, fallback)
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function nssm:node_ok(pos, fallback)
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fallback = fallback or "default:dirt"
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local node = minetest.get_node_or_nil(pos)
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if not node then
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return minetest.registered_nodes[fallback]
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end
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if minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes[fallback]
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end
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@ -106,7 +101,7 @@ function nssm:explosion(pos, exp_radius, fire)
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and data[vi] ~= c_brick
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and data[vi] ~= c_chest then
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local n = node_ok(p).name
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local n = nssm:node_ok(p).name
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local on_blast = minetest.registered_nodes[n].on_blast
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if on_blast then
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186
nssm_weapons.lua
186
nssm_weapons.lua
@ -1,27 +1,12 @@
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--Parameters used by some weapons
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local default_dir = {
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x = 1,
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y = 1,
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z = 1,
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}
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local function node_ok(pos, fallback)
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fallback = fallback or "default:dirt"
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local node = minetest.get_node_or_nil(pos)
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if not node then
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return minetest.registered_nodes[fallback]
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end
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if minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes[fallback]
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end
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function weapons_shot(itemstack, placer, pointed_thing, velocity, name)
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--Function used to shoot:
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local function weapons_shot(itemstack, placer, pointed_thing, velocity, name)
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local dir = placer:get_look_dir();
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local playerpos = placer:getpos();
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local obj = minetest.env:add_entity({x=playerpos.x+0+dir.x,y=playerpos.y+2+dir.y,z=playerpos.z+0+dir.z}, "nssm:"..name)
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@ -30,20 +15,28 @@ function weapons_shot(itemstack, placer, pointed_thing, velocity, name)
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return itemstack
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end
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function search_on_step(self, dtime, name, max_time, damage, dir, radius, not_transparent, vel, timer)
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--local timer = 0
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--on_step function able to follow the mobs
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local function search_on_step(
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self,
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dtime, --used to count time
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max_time, --after this amount of time the entity is removec
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radius, --radius in which look for entities to follow
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vel, --velocity of the projectile
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timer)
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local pos = self.object:getpos()
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local vel = self.object:getvelocity()
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--Disappear after a certain time
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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--minetest.chat_send_all("Time: = "..timer.." Max_time: "..max_time)
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if timer>max_time then
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self.object:remove()
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end
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end)
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--while going around it damages entities
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local objects = minetest.env:get_objects_inside_radius(pos, 30)
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--Look for an entity to follow
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local objects = minetest.env:get_objects_inside_radius(pos, radius)
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local min_dist = 100
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local obj_min = nil
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local obj_p = nil
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@ -62,7 +55,7 @@ function search_on_step(self, dtime, name, max_time, damage, dir, radius, not_tr
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end
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end
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--Found an entity to follow:
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if obj_min ~= nil then
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local new_vel = {x=0, y=0, z=0}
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@ -82,60 +75,43 @@ function search_on_step(self, dtime, name, max_time, damage, dir, radius, not_tr
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max_diff = math.abs(vec_min.z)
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end
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vec_min.x = (vec_min.x/max_diff)*4
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vec_min.y = (vec_min.y/max_diff)*4
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vec_min.z = (vec_min.z/max_diff)*4
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vec_min.x = (vec_min.x/max_diff)*vel
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vec_min.y = (vec_min.y/max_diff)*vel
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vec_min.z = (vec_min.z/max_diff)*vel
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obj_p = obj_min:getpos()
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if min_dist < 1 then
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local node = node_ok(pos).name
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local node = nssm:node_ok(pos).name
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self.hit_node(self, pos, node)
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self.object:remove()
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return
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else
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self.object:setvelocity(vec_min)
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--[[
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dir = 0
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max_diff = 0
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if (max_diff<math.abs(vec_min.x)) then
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dir = 1
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max_diff = math.abs(vec_min.x)
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end
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if (max_diff<math.abs(vec_min.y)) then
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dir = 2
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max_diff = math.abs(vec_min.y)
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end
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if (max_diff<math.abs(vec_min.z)) then
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dir = 3
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max_diff = math.abs(vec_min.z)
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end
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if dir==1 then
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new_vel.x = 1
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elseif dir==2 then
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new_vel.y = 1
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elseif dir==3 then
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new_vel.z = 1
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end
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self.object:setvelocity(new_vel)
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]]--
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end
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end
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local n = minetest.env:get_node(pos).name
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if n ~= "air" then
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local node = node_ok(pos).name
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if n ~= "air" and n ~= "default:water_source" and n ~= "default:water_flowing" then
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local node = nssm:node_ok(pos).name
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self.hit_node(self, pos, node)
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self.object:remove()
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return
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end
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end
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function default_on_step(self, dtime, name, max_time, damage, dir, radius, not_transparent, vel, timer)
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--local timer = 0
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local function default_on_step(
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self,
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dtime, --used to count time
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max_time, --after this amount of time the entity is removec
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damage, --damage dealt to the entity around
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dir, --vector to specify directions in which remove blocks
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radius, --radius of blocks removed aroind the projectile
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not_transparent, --name of a block or of a group: when the projectile hit one of these blocks the function hit_node is called
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vel, --velocity of the projectile
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timer)
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local pos = self.object:getpos()
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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--minetest.chat_send_all("Time: = "..timer.." Max_time: "..max_time)
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if timer>max_time then
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self.object:remove()
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end
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@ -148,7 +124,7 @@ function default_on_step(self, dtime, name, max_time, damage, dir, radius, not_t
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elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item") then
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obj:set_hp(obj:get_hp()-damage)
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if (obj:get_hp() <= 0) then
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if (not obj:is_player()) and obj:get_entity_name() ~= "nssm:"..name then
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if (not obj:is_player()) and obj:get_entity_name() ~= self.object:get_luaentity().name then
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obj:remove()
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end
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end
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@ -156,23 +132,26 @@ function default_on_step(self, dtime, name, max_time, damage, dir, radius, not_t
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end
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local n = minetest.env:get_node(pos).name
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--minetest.get_item_group(n, not_transparent)==0
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if n ~=not_transparent or (not_transparent==nil) then
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--minetest.env:set_node(pos, {name="air"})
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if n ==not_transparent or (not_transparent==nil) or minetest.get_item_group(n, not_transparent)==1 then
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local node = nssm:node_ok(pos).name
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self.hit_node(self, pos, node)
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self.object:remove()
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return
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else
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local vec = self.object:getvelocity()
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local c=vel/10
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--calculate how many blocks around need to be removed
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local max = 0
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local posmax = 0
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if max<vec.x then
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if max<math.abs(vec.x) then
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max = math.abs(vec.x)
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posmax = 1
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end
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if max<vec.y then
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if max<math.abs(vec.y) then
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max = math.abs(vec.y)
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posmax = 2
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end
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if max<vec.z then
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if max<math.abs(vec.z) then
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max = math.abs(vec.z)
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posmax = 3
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end
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@ -180,6 +159,7 @@ function default_on_step(self, dtime, name, max_time, damage, dir, radius, not_t
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local i = radius
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local j = radius
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local k = radius
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if dir.x == 0 then
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i = 0
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end
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@ -202,10 +182,6 @@ function default_on_step(self, dtime, name, max_time, damage, dir, radius, not_t
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k = 0
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end
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--local i = nssm:round(math.abs(math.abs(vec.x)-vel)*0.01*c*dir.x)*radius
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--local j = nssm:round(math.abs(math.abs(vec.y)-vel)*0.01*c*dir.y)*radius
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--local k = nssm:round(math.abs(math.abs(vec.z)-vel)*0.01*c*dir.z)*radius
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for dx = -i,i do
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for dy= -j,j do
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for dz = -k,k do
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@ -214,16 +190,19 @@ function default_on_step(self, dtime, name, max_time, damage, dir, radius, not_t
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end
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end
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end
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else
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local node = node_ok(pos).name
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self.hit_node(self, pos, node)
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self.object:remove()
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return
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end
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end
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--function default_on_step(self, pos, node, name, max_time, damage, dir, not_transparent, vel, dtime)
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function nssm_register_weapon(name, def)
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--[[
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Function to register new weapons: parameters:
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- name of the weapon
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- on_step function (written by you or taken from the standard one above)
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- hit_node function
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- description of the weapon
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- the velocity of the projectile
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- one material to be used in the receipt
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]]
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local function nssm_register_weapon(name, def)
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minetest.register_entity("nssm:"..name, {
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textures = {name..".png"},
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on_step = function(self, dtime)
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@ -251,57 +230,42 @@ function nssm_register_weapon(name, def)
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{'nssm:great_energy_globe', 'nssm:great_energy_globe', 'nssm:great_energy_globe'}
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}
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})
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--[[
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--this recipe doesn't work for a misterious reason
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minetest.register_craft({
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output = 'nssm:'..name.."_hand",
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recipe = {
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{
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{'nssm:great_energy_globe', 'nssm:great_energy_globe', 'nssm:great_energy_globe'},
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{'nssm:great_energy_globe', def.material, 'nssm:great_energy_globe'},
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{'nssm:great_energy_globe', 'nssm:great_energy_globe', 'nssm:great_energy_globe'},
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}
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}
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})
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]]
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end
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--function default_on_step(self, pos, node, name, max_time, damage, dir, not_transparent, vel, dtime)
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--function default_on_step(self, dtime, name, max_time, damage, dir, not_transparent, vel)
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--Registered weapons:
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nssm_register_weapon("kamehameha", {
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velocity = 25,
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on_step = function(self, dtime)
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default_on_step(self, dtime, "kamehameha", 10, 20, default_dir, 1, "default:stone", 25,0)
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default_on_step(self, dtime, 10, 20, default_dir, 1, "stone", 25,0)
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end,
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hit_node = function(self, pos, node)
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nssm:explosion(pos, 8, 1)
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nssm:explosion(pos, 4, 1)
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end,
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material = "default:stick",
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description = "Kamehameha from DragonBall",
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velocity = 25,
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})
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--[[nssm_register_weapon("kienzan", {
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on_step = function(self, dtime)
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default_on_step(self, dtime, "kienzan", 3, 20, {x=1, y=0, z=1}, 1, nil, 25,0)
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end,
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hit_node = function(self, pos, node)
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end,
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material = "",
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description = "Kienzan from DragonBall",
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velocity = 25,
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})
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]]
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nssm_register_weapon("kienzan", {
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velocity = 25,
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on_step = function(self, dtime)
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search_on_step(self, dtime, "kienzan", 5, 20, {x=1, y=0, z=1}, 1, nil, 25,0)
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default_on_step(self, dtime, 3, 20, {x=1, y=0, z=1}, 1, nil, 25,0)
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end,
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hit_node = function(self, pos, node)
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nssm:explosion(pos, 8, 1)
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end,
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material = "",
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description = "Kienzan from DragonBall",
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velocity = 25,
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})
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nssm_register_weapon("spirit_ball", {
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velocity = 25,
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on_step = function(self, dtime)
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search_on_step(self, dtime, 5, 30, 25, 0)
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end,
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hit_node = function(self, pos, node)
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nssm:explosion(pos, 4, 0)
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end,
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material = "nssm:cursed_pumpkin_seed",
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description = "Spirit Ball from DragonBall",
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})
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