Re-organize weapons file structure
parent
59eec8584b
commit
17b77262d5
132
init.lua
132
init.lua
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@ -26,7 +26,7 @@ make_sparks = function(pos)
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minetest.sound_play("rengedweapons_ricochet", {pos, gain = 0.75})
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for i=1,9 do
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minetest.add_particle({
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pos = pos,
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pos = pos,
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velocity = {x=math.random(-6.0,6.0), y=math.random(-10.0,15.0), z=math.random(-6.0,6.0)},
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acceleration = {x=math.random(-9.0,9.0), y=math.random(-15.0,-3.0), z=math.random(-9.0,9.0)},
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expirationtime = 1.0,
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@ -140,7 +140,7 @@ player:hud_change(gunammo, "text", gunMeta:get_int("RW_bullets"))
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if GunCaps.gun_magazine ~= nil then
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local pos = player:get_pos()
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local dir = player:get_look_dir()
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local yaw = player:get_look_yaw()
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local yaw = player:get_look_horizontal()
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if pos and dir and yaw then
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pos.y = pos.y + 1.4
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local obj = minetest.add_entity(pos,"rangedweapons:mag")
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@ -233,7 +233,7 @@ inv:add_item("main",ammoName.." "..ammoCount)
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gunMeta:set_int("RW_bullets",0)
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end
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if inv:contains_item("main",reload_ammo:get_name()) and
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if inv:contains_item("main",reload_ammo:get_name()) and
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gunMeta:get_int("RW_bullets") < clipSize then
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inv:remove_item("main",reload_ammo:get_name())
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gunMeta:set_int("RW_bullets",gunMeta:get_int("RW_bullets")+1)
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@ -368,7 +368,7 @@ end
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local gunMeta = itemstack:get_meta()
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local playerMeta = player:get_meta()
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if gunMeta:get_int("RW_bullets") > 0 and
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if gunMeta:get_int("RW_bullets") > 0 and
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playerMeta:get_float("rw_cooldown") <= 0 then
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playerMeta:set_float("rw_cooldown", gun_cooldown)
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@ -561,7 +561,7 @@ end
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local inv = player:get_inventory()
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local playerMeta = player:get_meta()
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if inv:contains_item("main", "rangedweapons:power_particle "..PowerCaps.power_consumption) and
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if inv:contains_item("main", "rangedweapons:power_particle "..PowerCaps.power_consumption) and
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playerMeta:get_float("rw_cooldown") <= 0 then
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playerMeta:set_float("rw_cooldown", power_cooldown)
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@ -657,7 +657,7 @@ rangedweapons_launch_projectile = function(player,projNum,projDmg,projEnt,visual
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----------------------------------
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local pos = player:get_pos()
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local dir = player:get_look_dir()
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local yaw = player:get_look_yaw()
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local yaw = player:get_look_horizontal()
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local svertical = player:get_look_vertical()
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if pos and dir and yaw then
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@ -666,13 +666,13 @@ rangedweapons_launch_projectile = function(player,projNum,projDmg,projEnt,visual
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if has_shell > 0 then
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local shl = minetest.add_entity(pos, shellEnt)
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shl:setvelocity({x=dir.x * -10, y=dir.y * -10, z=dir.z * -10})
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shl:setacceleration({x=dir.x * -5, y= -10, z=dir.z * -5})
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shl:set_velocity({x=dir.x * -10, y=dir.y * -10, z=dir.z * -10})
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shl:set_acceleration({x=dir.x * -5, y= -10, z=dir.z * -5})
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shl:set_rotation({x=0,y=yaw + math.pi,z=-svertical})
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shl:set_properties({
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textures = {shellTexture},
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visual = shellVisual,})
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end
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end
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if smokeSize > 0 then
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minetest.add_particle({
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pos = pos,
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@ -742,7 +742,7 @@ local bulletStack = ItemStack({name = gunMeta:get_string("RW_ammo_name")})
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minetest.sound_play(rldsound, {player})
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local pos = player:get_pos()
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local dir = player:get_look_dir()
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local yaw = player:get_look_yaw()
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local yaw = player:get_look_horizontal()
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if pos and dir and yaw then
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pos.y = pos.y + 1.6
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local obj = minetest.add_entity(pos, "rangedweapons:empty_shell")
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@ -766,7 +766,34 @@ obj:set_acceleration({x=dir.x*-5, y=-10, z=dir.z*-5})
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obj:set_yaw(yaw + math.pi)
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end end end
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---------------------------------------------------
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--
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function get_weapon_path(modpath, weapons_directory, weapon_type, weapon_name)
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return modpath .. "/" .. weapons_directory .. "/" .. weapon_type .. "/" .. weapon_name .. ".lua"
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end
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local weapons = {
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handgun = {'glock17', 'luger', 'makarov', 'python', 'deagle', 'taurus', 'beretta', 'm1991'},
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rifle = {'ak47', 'g36', 'm16', 'scar', 'awp', 'm200'},
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shotgun = {'aa12', 'remington', 'spas12', 'benelli', 'jackhammer'},
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machine_gun = {'rpk', 'm60', 'minigun'},
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sub_machine_gun = {'mp40', 'mp5', 'uzi', 'kriss_sv', 'ump', 'tec9', 'thompson', 'tmp'},
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force_weapon = {'forcegun'},
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power_weapon = {'laser_blaster', 'laser_rifle', 'laser_shotgun'},
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throwable = {'shuriken', 'javelin'},
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explosive = {'m79', 'milkor', 'rpg', 'hand_grenade'}
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}
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local weapons_directory = "weapons"
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for k, v in pairs(weapons) do
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weapon_type = k
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for i, weapon in ipairs(v) do
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dofile(get_weapon_path(modpath, weapons_directory, weapon_type, weapon))
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end
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end
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dofile(modpath.."/settings.lua")
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@ -777,85 +804,10 @@ dofile(modpath.."/bullet_knockback.lua")
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dofile(modpath.."/ammo.lua")
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dofile(modpath.."/crafting.lua")
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if rweapons_shurikens == "true" then
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dofile(modpath.."/shurikens.lua")
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end
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if rweapons_handguns == "true" then
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dofile(modpath.."/makarov.lua")
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dofile(modpath.."/luger.lua")
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dofile(modpath.."/beretta.lua")
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dofile(modpath.."/m1991.lua")
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dofile(modpath.."/glock17.lua")
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dofile(modpath.."/deagle.lua")
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end
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if rweapons_forceguns == "true" then
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dofile(modpath.."/forcegun.lua")
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end
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if rweapons_javelins == "true" then
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dofile(modpath.."/javelin.lua")
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end
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if rweapons_power_weapons == "true" then
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dofile(modpath.."/generator.lua")
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dofile(modpath.."/laser_blaster.lua")
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dofile(modpath.."/laser_rifle.lua")
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dofile(modpath.."/laser_shotgun.lua")
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end
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if rweapons_machine_pistols == "true" then
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dofile(modpath.."/tmp.lua")
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dofile(modpath.."/tec9.lua")
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dofile(modpath.."/uzi.lua")
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dofile(modpath.."/kriss_sv.lua")
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end
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if rweapons_shotguns == "true" then
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dofile(modpath.."/remington.lua")
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dofile(modpath.."/spas12.lua")
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dofile(modpath.."/benelli.lua")
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end
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if rweapons_auto_shotguns == "true" then
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dofile(modpath.."/jackhammer.lua")
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dofile(modpath.."/aa12.lua")
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end
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if rweapons_smgs == "true" then
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dofile(modpath.."/mp5.lua")
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dofile(modpath.."/ump.lua")
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dofile(modpath.."/mp40.lua")
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dofile(modpath.."/thompson.lua")
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end
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if rweapons_rifles == "true" then
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dofile(modpath.."/awp.lua")
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dofile(modpath.."/svd.lua")
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dofile(modpath.."/m200.lua")
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end
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if rweapons_heavy_machineguns == "true" then
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dofile(modpath.."/m60.lua")
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dofile(modpath.."/rpk.lua")
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dofile(modpath.."/minigun.lua")
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end
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if rweapons_revolvers == "true" then
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dofile(modpath.."/python.lua")
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dofile(modpath.."/taurus.lua")
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end
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if rweapons_assault_rifles == "true" then
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dofile(modpath.."/m16.lua")
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dofile(modpath.."/g36.lua")
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dofile(modpath.."/ak47.lua")
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dofile(modpath.."/scar.lua")
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end
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if rweapons_explosives == "true" then
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dofile(modpath.."/explosives.lua")
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dofile(modpath.."/m79.lua")
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dofile(modpath.."/milkor.lua")
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dofile(modpath.."/rpg.lua")
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dofile(modpath.."/hand_grenade.lua")
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end
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if rweapons_glass_breaking == "true" then
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dofile(modpath.."/glass_breaking.lua")
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end
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@ -922,7 +874,7 @@ minetest.register_abm({
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})
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minetest.register_on_joinplayer(function(player)
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gunammo =
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gunammo =
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player:hud_add({
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hud_elem_type = "text",
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name = "gunammo",
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@ -933,7 +885,7 @@ minetest.register_on_joinplayer(function(player)
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offset = {x = 30, y = 100},
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alignment = {x = 0, y = -1}
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})
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gunimg =
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gunimg =
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player:hud_add({
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hud_elem_type = "image",
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text = "rangedweapons_empty_icon.png",
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@ -942,7 +894,7 @@ minetest.register_on_joinplayer(function(player)
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offset = {x = 30, y = 100},
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alignment = {x = 0, y = -1}
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})
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ammoimg =
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ammoimg =
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player:hud_add({
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hud_elem_type = "image",
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text = "rangedweapons_empty_icon.png",
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@ -951,7 +903,7 @@ minetest.register_on_joinplayer(function(player)
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offset = {x = 30, y = 100},
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alignment = {x = 0, y = -1}
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})
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hit =
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hit =
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player:hud_add({
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hud_elem_type = "image",
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text = "rangedweapons_empty_icon.png",
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@ -960,7 +912,7 @@ minetest.register_on_joinplayer(function(player)
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offset = {x = 0, y = 0},
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alignment = {x = 0, y = 0}
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})
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scope_hud =
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scope_hud =
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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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@ -1,139 +0,0 @@
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minetest.register_craftitem("rangedweapons:thrown_javelin", {
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wield_scale = {x=2.0,y=2.0,z=1.0},
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inventory_image = "rangedweapons_thrown_javelin.png",
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})
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minetest.register_craftitem("rangedweapons:javelin", {
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description = "" ..core.colorize("#35cdff","Javelin\n") ..core.colorize("#FFFFFF", "Mele damage: 9\n") ..core.colorize("#FFFFFF", "Mele range: 5\n")..core.colorize("#FFFFFF", "Full punch interval: 1.25\n") ..core.colorize("#FFFFFF", "Ranged damage: 4-16\n") ..core.colorize("#FFFFFF", "Accuracy: 100%\n") ..core.colorize("#FFFFFF", "Mob knockback: 10\n") ..core.colorize("#FFFFFF", "Critical chance: 15%\n") ..core.colorize("#FFFFFF", "Critical damage: 25-45\n") ..core.colorize("#FFFFFF", "javelin survival rate: 95%\n")..core.colorize("#FFFFFF", "Projectile gravity: 4\n") ..core.colorize("#FFFFFF", "Projectile velocity: 20\n")..core.colorize("#ffc000", "Right-click to throw, Left-click to stab") ,
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wield_scale = {x=2.0,y=2.0,z=1.0},
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range = 5,
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stack_max= 10,
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inventory_image = "rangedweapons_javelin.png",
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on_secondary_use = function(itemstack, user, pointed_thing)
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if not minetest.setting_getbool("creative_mode") then itemstack:take_item()
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end
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if pointed_thing.type ~= "nothing" then
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local pointed = minetest.get_pointed_thing_position(pointed_thing)
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if vector.distance(user:getpos(), pointed) < 8 then
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return itemstack
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end
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end
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local pos = user:getpos()
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local dir = user:get_look_dir()
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local yaw = user:get_look_yaw()
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if pos and dir then
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pos.y = pos.y + 1.5
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local obj = minetest.add_entity(pos, "rangedweapons:javelin")
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if obj then
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minetest.sound_play("rangedweapons_throw", {object=obj})
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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 * -1, y=-4, z=dir.z * -1})
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obj:setyaw(yaw + math.pi)
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local ent = obj:get_luaentity()
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if ent then
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ent.player = ent.player or user
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end
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end
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end
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return itemstack
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end,
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tool_capabilities = {
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full_punch_interval = 1.25,
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max_drop_level = 0,
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groupcaps = {
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stabby = {times={[1]=0.25, [2]=0.50, [3]=0.75}, uses=0, maxlevel=1},
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},
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damage_groups = {fleshy=9,knockback=10},
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}
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})
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local rangedweapons_javelin = {
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physical = false,
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timer = 0,
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visual = "wielditem",
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visual_size = {x=0.5, y=0.5,},
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textures = {"rangedweapons:thrown_javelin"},
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lastpos= {},
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collisionbox = {0, 0, 0, 0, 0, 0},
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}
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rangedweapons_javelin.on_step = function(self, dtime)
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self.timer = self.timer + dtime
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local pos = self.object:getpos()
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local node = minetest.get_node(pos)
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if self.timer > 0.15 then
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local objs = minetest.get_objects_inside_radius({x = pos.x, y = pos.y, z = pos.z}, 1)
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for k, obj in pairs(objs) do
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if obj:get_luaentity() ~= nil then
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if obj:get_luaentity().name ~= "rangedweapons:javelin" and obj:get_luaentity().name ~= "__builtin:item" then
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if math.random(1, 100) <= 15 then
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local damage = math.random(25,45)
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obj:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups= {fleshy = damage, knockback=20},
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}, nil)
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minetest.sound_play("crit", {pos = self.lastpos, gain = 0.8})
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self.object:remove()
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if not minetest.setting_getbool("creative_mode") and math.random(1, 100) <= 95 then
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minetest.add_item(self.lastpos, "rangedweapons:javelin")
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end
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else
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local damage = math.random(4,16)
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obj:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups= {fleshy = damage, knockback=10},
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}, nil)
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minetest.sound_play("default_dig_cracky", {pos = self.lastpos, gain = 0.8})
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self.object:remove()
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if not minetest.setting_getbool("creative_mode") and math.random(1, 100) <= 95 then
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minetest.add_item(self.lastpos, "rangedweapons:javelin")
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end
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end
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end
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else
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if math.random(1, 100) <= 15 then
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local damage = math.random(25,45)
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obj:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups= {fleshy = damage},
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}, nil)
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minetest.sound_play("crit", {pos = self.lastpos, gain = 0.8})
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self.object:remove()
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if not minetest.setting_getbool("creative_mode") and math.random(1, 100) <= 95 then
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minetest.add_item(self.lastpos, "rangedweapons:javelin")
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end
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else
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local damage = math.random(4,16)
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obj:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups= {fleshy = damage},
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}, nil)
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minetest.sound_play("default_dig_cracky", {pos = self.lastpos, gain = 0.8})
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self.object:remove()
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if not minetest.setting_getbool("creative_mode") and math.random(1, 100) <= 95 then
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minetest.add_item(self.lastpos, "rangedweapons:javelin")
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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 self.lastpos.x ~= nil then
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if minetest.registered_nodes[node.name].walkable then
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if not minetest.setting_getbool("creative_mode") and math.random(1, 100) <= 95 then
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minetest.add_item(self.lastpos, "rangedweapons:javelin")
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end
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minetest.sound_play("default_dig_cracky", {pos = self.lastpos, gain = 0.8})
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self.object:remove()
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end
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end
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self.lastpos= {x = pos.x, y = pos.y, z = pos.z}
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end
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minetest.register_entity("rangedweapons:javelin", rangedweapons_javelin)
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