local modpath = minetest.get_modpath(minetest.get_current_modname()) local weapon = {} weapon.weapons = { handgun = {'glock17', 'luger', 'makarov', 'deagle', 'beretta', 'm1991'}, revolver = {'python', 'taurus'}, rifle = {}, auto_rifle = {'ak47', 'g36', 'm16', 'scar'}, sniper_rifle = {'awp', 'm200'}, shotgun = {'remington', 'spas12', 'benelli'}, auto_shotgun = {'aa12', 'jackhammer'}, machine_gun = {'rpk', 'm60', 'minigun'}, machine_pistol = {'tmp', 'uzi', 'tec9'}, sub_machine_gun = {'mp40', 'mp5', 'kriss_sv', 'ump', 'thompson'}, force_weapon = {'forcegun'}, power_weapon = {'laser_blaster', 'laser_rifle', 'laser_shotgun'}, throwable = {'shuriken', 'javelin'}, explosive = {'m79', 'milkor', 'rpg', 'hand_grenade'} } weapon.weapons_directory = "weapons" function weapon.get_weapon_path(modpath, weapon_type, weapon_name) return modpath .. "/" .. weapon.weapons_directory .. "/" .. weapon_type .. "/" .. weapon_name .. ".lua" end function weapon.get_texture_name(weapon_name, texture_name) return ranged_weapons.mod_name .. "_" .. weapon_name .. "_" .. texture_name end function weapon.generate_description(weapon_data) local description = "" local text = { string.format("%s", weapon_data.name), string.format("Damage: %d", weapon_data.damage), string.format("Accuracy: %d", weapon_data.accuracy).."%", string.format("Velocity: %d", weapon_data.velocity), string.format("Knockback: %d", weapon_data.knock_back), string.format("Critical chance: %d", weapon_data.critical_chance).."%", string.format("Critical efficiency: %d", weapon_data.critical_efficiency), string.format("Reload delay: %.2f", weapon_data.reload_delay), string.format("Capacity: %d", weapon_data.capacity), string.format("Ammunition: %s", weapon_data.ammunition_string), string.format("Rate of fire: %.2f", weapon_data.fire_rate), } for i,v in ipairs(text) do if i == 0 then color_text = core.colorize(ranged_weapons.colors.title_color, v) else color_text = core.colorize(ranged_weapons.colors.white, v) end description = description .. color_text end return description end function weapon.drop_magazine(player, gun_data) --TODO: This should probably be abstracted into a more general --function for dropping stuff on the ground and not just magazines. -- local pos = player:get_pos() local dir = player:get_look_dir() local yaw = player:get_look_horizontal() if pos and dir and yaw then pos.y = pos.y + 1.4 local obj = minetest.add_entity(pos, "rangedweapons:mag") --TODO: Make some sense out of these magic values from the --original codebase: if obj then obj:set_properties({textures = {gun_data.magazine}}) obj:set_velocity({x = dir.x * 2, y = dir.y * 2, z = dir.z * 2}) obj:set_acceleration({x = 0, y = -5, z = 0}) obj:set_rotation({x = 0, y = yaw + math.pi, z = 0}) end end end function weapon.eject_shell(itemstack, player, rld_item, rld_time, rldsound, shell) local meta = player:get_meta() local gun_meta = itemstack:get_meta() local bulletStack = ItemStack({name = gun_meta:get_string("rw_ammo_name")}) local pos = player:get_pos() local dir = player:get_look_dir() local yaw = player:get_look_horizontal() minetest.sound_play(rldsound, {player}) itemstack:set_name(rld_item) meta:set_float("rw_cooldown", rld_time) if pos and dir and yaw then pos.y = pos.y + 1.6 local obj = minetest.add_entity(pos, "rangedweapons:empty_shell") if AmmoCaps and bulletStack ~= "" then AmmoCaps = bulletStack:get_definition().RW_ammo_capabilities local bullet_shell_visual = "wielditem" local bullet_shell_texture = "rangedweapons:shelldrop" bullet_shell_visual = AmmoCaps.shell_visual or "wielditem" bullet_shell_texture = AmmoCaps.shell_texture or "rangedweapons:shelldrop" obj:set_properties({textures = {bullet_shell_texture}}) obj:set_properties({visual = bullet_shell_visual}) end if obj then obj:set_velocity({x = dir.x * -10, y = dir.y * -10, z = dir.z * -10}) obj:set_acceleration({x = dir.x * -5, y = -10, z = dir.z * -5}) obj:set_yaw(yaw + math.pi) end end end return weapon