Corretta assegnazione delle kill.

master
_Zaizen_ 2020-08-14 15:52:13 +02:00
parent dcf9f5c5c5
commit d1b1f3b7e4
7 changed files with 157 additions and 209 deletions

View File

@ -46,6 +46,7 @@ arena_lib.on_start("quake", function(arena)
local weapon = ItemStack("quake:railgun")
local weapon2 = ItemStack("quake:rocket_launcher")
local grenade = ItemStack("quake:grenade")
for pl_name, stats in pairs(arena.players) do
@ -55,6 +56,8 @@ arena_lib.on_start("quake", function(arena)
player:get_inventory():add_item("main", weapon)
player:get_inventory():add_item("main", weapon2)
player:get_inventory():add_item("main", grenade)
player:set_physics_override({
speed = 2.3,
jump = 1.5,
@ -76,6 +79,7 @@ arena_lib.on_join("quake", function(p_name, arena)
local player = minetest.get_player_by_name(p_name)
local weapon = ItemStack("quake:railgun")
local weapon2 = ItemStack("quake:rocket_launcher")
local grenade = ItemStack("quake:grenade")
quake.HUD_stats_create(p_name)
quake.HUD_broadcast_create(p_name)
@ -88,8 +92,13 @@ arena_lib.on_join("quake", function(p_name, arena)
player:get_meta():set_int("quake_weap_delay", 0)
player:get_inventory():add_item("main", weapon)
player:get_inventory():add_item("main", weapon2)
player:get_inventory():set_stack("main", 1, "grenade " .. 5)
player:get_inventory():add_item("main", grenade)
player:set_physics_override({
speed = 2.3,
jump = 1.5,
@ -128,6 +137,8 @@ arena_lib.on_celebration("quake", function(arena, winner_name)
local inv = minetest.get_player_by_name(pl_name):get_inventory()
inv:remove_item("main", ItemStack("quake:railgun"))
inv:remove_item("main", ItemStack("quake:rocket_launcher"))
inv:remove_item("main", ItemStack("quake:grenade"))
inv:add_item("main", ItemStack("quake:match_over"))
panel_lib.get_panel(pl_name, "quake_scoreboard"):show()
end

View File

@ -28,31 +28,22 @@ function quake.register_bullet(name, def)
duration = def.duration,
jump = def.jump,
explosion_damage = def.explosion_damage,
no_collision_time = 1/(2*def.speed), -- il tempo necessario per non far impattare il proiettile contro il giocatore
def = def,
on_destroy = def.on_destroy,
is_bullet = true,
},
}
-- variabili assegnate alla SINGOLA entity quando istanziata. Non rimangono in memoria al riavvio
local shooter = nil
local p_name = nil
local lifetime = 0
-- cosa succede alla distruzione del proiettile. In pratica prende il metodo impostato
-- nella creazione del proiettile e lo usa alla distruzione. Comodo perchè così è astratta anche quella
function bulletentity:_destroy()
-- Crea le particelle dell'esplosione
spawn_particles_sphere(self.object:get_pos(), self.initial_properties.explosion_texture)
-- Se ha una funzione apposita da usare quando esplode la esegue
if self.initial_properties.on_destroy then
self.initial_properties.on_destroy(self)
end
self.object:remove()
-- Distrugge l'entità
self.object:remove()
end
@ -67,14 +58,15 @@ function quake.register_bullet(name, def)
function bulletentity:on_activate(staticdata)
if staticdata ~= "" and staticdata ~= nil then
-- variabili assegnate alla SINGOLA entity quando istanziata. Non rimangono in memoria al riavvio
self.p_name = staticdata -- nome utente come staticdata
self.shooter = minetest.get_player_by_name(staticdata)
self.lifetime = 0
else
self.object:remove()
return
end
self.lifetime = 0
end

View File

@ -4,6 +4,7 @@ quake.register_grenade("quake:grenade", {
tiles = {"quake_grenade.png"},
wield_scale = {x=1.5, y=1.5, z=1.5},
inventory_image = "quake_grenade_icon.png",
stack_max = 99,
entity = {
throw_speed = 17,
@ -12,11 +13,11 @@ quake.register_grenade("quake:grenade", {
collide_with_objects = true,
visual = "mesh",
--wield_item = "quake:grenade",
visual_size = {x=5, y=5, z=5},
visual_size = {x=7, y=7, z=7},
mesh = "quake_grenade.obj",
explosion_texture = "quake_rocket_particle.png",
textures = {"quake_grenade.png"},
collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
explosion_range = 4,
duration = 1.5,
gravity = true,
@ -24,7 +25,7 @@ quake.register_grenade("quake:grenade", {
particle = {
image = "quake_bullet_rocket.png",
life = 1,
size = 1,
size = 2,
glow = 0,
interval = 5,
},
@ -32,16 +33,4 @@ quake.register_grenade("quake:grenade", {
},
})
--[[
diminuire tempo di esplosione
stesso danno per tutti
diminuire loslancio dato dalla corsa
]]

View File

@ -6,8 +6,8 @@ quake.register_bullet("quake:rocket",{
visual_size = {x=1, y=1, z=1},
textures = {"quake_bullet_rocket.png"},
explosion_texture = "quake_rocket_particle.png",
collisionbox = {-0.05, -0.05, -0.05, 0.05, 0.05, 0.05}, -- {xmin, ymin, zmin, xmax, ymax, zmax}
speed = 30,
collisionbox = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1}, -- {xmin, ymin, zmin, xmax, ymax, zmax}
speed = 5, --30
damage = 14,
jump = 0,
explosion_range = 4,

View File

@ -1,4 +1,4 @@
-- definisco le proprietà e i costruttori delle entità 'proiettili' e le registro alla fine
-- Registra item ed entità
function quake.register_grenade(name, def)
if not def.entity.throw_speed then return end
@ -10,65 +10,58 @@ function quake.register_grenade(name, def)
tiles = def.tiles,
wield_scale = def.wield_scale,
inventory_image = def.inventory_image,
stack_max = def.stack_max,
on_drop = function() end,
on_place = function(itemstack, user, pointed_thing)
-- lancia la granata
grenade_throw(itemstack, user, pointed_thing)
-- Toglie la granata se non si è in creative
-- momentaneamente disattivato perchè il server è in creative
--[[
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
]]
return itemstack
end,
on_secondary_use = function(itemstack, user, pointed_thing)
grenade_throw(itemstack, user, pointed_thing)
-- lancia la granata
grenade_throw(itemstack, user, pointed_thing)
-- Toglie la granata se non si è in creative
-- momentaneamente disattivato perchè il server è in creative
--[[
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
]]
return itemstack
end,
})
-- Ottiene la definizione dell'entità
local grenade_entity = grenade_set_entity(name, def)
-- Registra l'entità
minetest.register_entity(name .. "_entity", grenade_entity)
end
--Lancia la granata
function grenade_throw(itemstack, player, pointed_thing)
local dir = player:get_look_dir()
local yaw = player:get_look_horizontal()
local pitch = player:get_look_vertical()
local pos = player:get_pos()
local grenade = itemstack:get_name() .. '_entity'
local obj = minetest.add_entity({x = pos.x, y = pos.y + player:get_properties().eye_height, z = pos.z}, grenade, player:get_player_name())
local grenade = itemstack:get_name() .. '_entity' -- Nome dell'entità
local obj = minetest.add_entity({x = pos.x, y = pos.y + player:get_properties().eye_height, z = pos.z}, grenade, player:get_player_name()) -- add_entity(posizione, nome_entità, staticdata)
local throw_speed = obj:get_luaentity().initial_properties.throw_speed
local player_vel = player:get_player_velocity()
obj:set_velocity(vector.add(player_vel, vector.multiply(dir, throw_speed)))
--obj:set_velocity({x = dir.x * throw_speed, y = dir.y * throw_speed/1.5, z = dir.z * throw_speed})
--obj:set_acceleration({x = 0, y = -13, z = 0})
local rotation = vector.new(0, yaw + math.pi/2, pitch + math.pi/6)
obj:set_rotation(rotation)
--[[
local grenade = itemstack:get_name() .. '_entity'
local player_pos = player:get_pos()
local head_pos = vector.new(player_pos.x, player_pos.y + player:get_properties().eye_height, player_pos.z)
local direction = player:get_look_dir()
local throw_pos = vector.add(head_pos, vector.multiply(direction,0.5))
local pitch = player:get_look_vertical()
local yaw = player:get_look_horizontal()
local rotation = vector.new(0, yaw + math.pi/2, pitch + math.pi/6)
local grenade_object = minetest.add_entity(throw_pos, grenade, player:get_player_name())
local throw_speed = grenade_object:get_luaentity().initial_properties.throw_speed
local player_vel = player:get_player_velocity()
grenade_object:set_velocity(vector.add(player_vel, vector.multiply(direction, throw_speed)))
grenade_object:set_rotation(rotation)
grenade_object:set_rotation(vector.new(0, 0, 0))
]]
local throw_speed = obj:get_luaentity().initial_properties.throw_speed -- Velocità a cui viene lanciata la granta di base
local player_vel = player:get_player_velocity() -- Velocità del player
obj:set_velocity(vector.add(player_vel, vector.multiply(dir, throw_speed))) -- Imposta la velocità alla granata in base alla velocità del player ed alla velocità default
local rotation = vector.new(0, yaw + math.pi/2, pitch + math.pi/6) -- Calcola la rotazione
obj:set_rotation(rotation) --Imposta la rotazione della granata così che sia sempre orientata correttamente
return true
end
@ -100,25 +93,25 @@ function grenade_set_entity(name, def)
}
function grenade_entity:_destroy()
-- Crea le particelle dell'esplosione
spawn_particles_sphere(self.object:get_pos(), self.initial_properties.explosion_texture)
-- Se ha una funzione apposita da usare quando esplode la esegue
if self.initial_properties.on_destroy then
self.initial_properties.on_destroy(self)
end
-- spawna le particelle
-- Distrugge l'entità
self.object:remove()
end
-- Ottiene gli staticdata ogni 18 secondi circa
function grenade_entity:get_staticdata(self)
if self == nil or self.p_name == nil then return end
return self.p_name
end
-- L'entità esplode quando colpita
function grenade_entity:on_punch()
self:_destroy()
return
@ -128,12 +121,12 @@ function grenade_set_entity(name, def)
function grenade_entity:on_activate(staticdata)
if staticdata ~= "" and staticdata ~= nil then
self.p_name = staticdata -- nome utente come staticdata
self.lifetime = 0
self.sliding = 0
self.particle = 0
self.object:set_armor_groups({immortal = 1})
else
self.p_name = staticdata -- nome utente come staticdata
self.lifetime = 0 -- tempo in aria
self.sliding = 0 -- se sta scivolando
self.particle = 0 -- contatore di buffer per le particelle della granata
self.object:set_armor_groups({immortal = 1}) -- lo imposta come immortale
else -- se non ci sono gli staticdata necessari allora rimuove l'entità
self.object:remove()
return
end
@ -142,7 +135,6 @@ function grenade_set_entity(name, def)
function grenade_entity:on_step(dtime, moveresult)
self.lifetime = self.lifetime + dtime
if self.initial_properties.gravity then
local obj = self.object
local velocity = obj:get_velocity()
@ -150,97 +142,61 @@ function grenade_set_entity(name, def)
local pos = obj:getpos()
if moveresult.collides and moveresult.collisions[1] and not vector.equals(moveresult.collisions[1].old_velocity, velocity) and vector.distance(moveresult.collisions[1].old_velocity, velocity) > 4 then
if math.abs(moveresult.collisions[1].old_velocity.x - velocity.x) > 5 then -- Check for a large reduction in velocity
velocity.x = moveresult.collisions[1].old_velocity.x * -0.5 -- Invert velocity and reduce it a bit
if math.abs(moveresult.collisions[1].old_velocity.x - velocity.x) > 5 then -- Controlla se c'è stata una grande riduzione di velocità
velocity.x = moveresult.collisions[1].old_velocity.x * -0.5 -- Inverte la velocità e la riduce
end
if math.abs(moveresult.collisions[1].old_velocity.y - velocity.y) > 5 then -- Check for a large reduction in velocity
velocity.y = moveresult.collisions[1].old_velocity.y * -0.3 -- Invert velocity and reduce it a bit
if math.abs(moveresult.collisions[1].old_velocity.y - velocity.y) > 5 then -- Controlla se c'è stata una grande riduzione di velocità
velocity.y = moveresult.collisions[1].old_velocity.y * -0.3 -- Inverte la velocità e la riduce
end
if math.abs(moveresult.collisions[1].old_velocity.z - velocity.z) > 5 then -- Check for a large reduction in velocity
velocity.z = moveresult.collisions[1].old_velocity.z * -0.5 -- Invert velocity and reduce it a bit
if math.abs(moveresult.collisions[1].old_velocity.z - velocity.z) > 5 then -- Controlla se c'è stata una grande riduzione di velocità
velocity.z = moveresult.collisions[1].old_velocity.z * -0.5 -- Inverte la velocità e la riduce
end
obj:set_velocity(velocity)
end
--[[
print("#########################")
print(dump(velocity))
print("#########################")
]]
if self.sliding == 0 and velocity.y == 0 then -- Check if grenade is sliding
self.sliding = 1 -- Multiplies drag by 2
if self.sliding == 0 and velocity.y == 0 then -- Controlla se la granata sta scivolando
self.sliding = 1 -- Attiva l'attrito
elseif self.sliding > 0 and velocity.y ~= 0 then
self.sliding = 0 -- Doesn't affect drag
self.sliding = 0 -- Non influisce sull'attrito
end
if self.sliding > 1 then -- Is the grenade sliding?
if vector.distance(vector.new(), velocity) <= 1 and not vector.equals(velocity, vector.new()) then -- Grenade is barely moving
obj:set_velocity(vector.new(0, -9.8, 0)) -- Make sure it stays unmoving
if self.sliding > 1 then -- Sta scivolando?
if vector.distance(vector.new(), velocity) <= 1 and not vector.equals(velocity, vector.new()) then -- Se la granata si muove a malapena
obj:set_velocity(vector.new(0, -9.8, 0)) -- Si assicura sia ferma
obj:set_acceleration(vector.new())
end
end
--else
local direction = vector.normalize(velocity)
local node = minetest.get_node(pos)
local speed = vector.length(velocity)
local drag = math.max(minetest.registered_nodes[node.name].liquid_viscosity, 0.1) * self.sliding
local yaw = minetest.dir_to_yaw(direction)
local speed = vector.length(velocity)
local pitch = math.acos(velocity.y/speed) - math.pi/3
if tostring(pitch) ~= 'nan' then
obj:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch})
end
--print(drag)
local acceleration = vector.multiply(velocity, -drag)
--local acceleration = vector.multiply(direction, -drag)
--print(acceleration.y)
local direction = vector.normalize(velocity)
local node = minetest.get_node(pos)
local speed = vector.length(velocity)
local drag = math.max(minetest.registered_nodes[node.name].liquid_viscosity, 0.1) * self.sliding -- Ottiene l'attrito generato dal liquido che attraversa
local yaw = minetest.dir_to_yaw(direction)
local pitch = math.acos(velocity.y/speed) - math.pi/3
-- Controlla che il pitch sia un numero
if tostring(pitch) ~= 'nan' then
obj:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch}) -- Imposta la rotazione
end
local acceleration = vector.multiply(velocity, -drag)
acceleration.x = acceleration.x * (self.sliding * 5 * 2 + 1)
acceleration.y = acceleration.y - 10 * ((7 - drag) / 7)
acceleration.z = acceleration.z * (self.sliding * 5 * 2 + 1)
acceleration.x = acceleration.x * (self.sliding * 5 * 2 + 1) -- Modifica la x in base a se sta scivolando o meno
acceleration.y = acceleration.y - 10 * ((7 - drag) / 7) -- Perdita in altezza del proiettile in base all' attrito
acceleration.z = acceleration.z * (self.sliding * 5 * 2 + 1) -- Modifica la Z in base a se sta scivolando o meno
--[[
print("XXXXXXXXXXXXXXXXXXXXXXXXXXXX")
print(acceleration.x * (self.sliding * 5 * 2 + 1))
print(-direction.x * 13 * (self.sliding + 1))
print("XXXXXXXXXXXXXXXXXXXXXXXXXXXX")
print("ZZZZZZZZZZZZZZZZZZZZZZZZZZZZ")
print(acceleration.z * (self.sliding * 5 * 2 + 1))
print(-direction.z * 13 * (self.sliding + 1))
print("ZZZZZZZZZZZZZZZZZZZZZZZZZZZZ")
]]
if tostring(acceleration) ~= 'nan' then
obj:set_acceleration(acceleration)
end
--[[
obj:set_acceleration({
x = -direction.x * (self.initial_properties.throw_speed/2) * self.sliding,
y = -9.8 * drag,
z = -direction.z * (self.initial_properties.throw_speed/2) * self.sliding,
})
]]
--[[
local direction = vector.normalize(velocity)
obj:set_acceleration({
x = -direction.x * self.initial_properties.acceleration * self.sliding,
y = -9.8,
z = -direction.z * self.initial_properties.acceleration * self.sliding,
})]]
--end
if self.initial_properties.particle and self.particle >= 4 then
self.particle = 0
-- Controlla che l'accelerazione sia un numero
if tostring(acceleration) ~= 'nan' then
obj:set_acceleration(acceleration) -- Imposta l'accelerazione
end
-- Controlla che il timer per mostrare le particelle che tracciano la granata sia superiore al valore definito e che eista una definizione delle particelle da creare
if self.initial_properties.particle and self.particle >= self.initial_properties.particle.interval then
-- Imposta il timer a 0
self.particle = 0
-- Aggiunge le particelle di tracciamento
minetest.add_particle({
pos = obj:get_pos(),
velocity = vector.divide(velocity, 2),
@ -253,48 +209,27 @@ function grenade_set_entity(name, def)
texture = self.initial_properties.particle.image,
glow = self.initial_properties.particle.glow
})
-- Controlla che il timer per mostrare le particelle che tracciano la granata sia inferiore al valore definito e che eista una definizione delle particelle da creare
elseif self.initial_properties.particle and self.particle < self.initial_properties.particle.interval then
-- Incrementa il timer
self.particle = self.particle + 1
end
-- Se ha raggiunto la durata di vita massima
if self.lifetime >= self.initial_properties.duration then
-- ESPLODE
self:_destroy()
return
end
--[[
local speed = vector.length(velocity)
local direction = vector.normalize(velocity)
local yaw = minetest.dir_to_yaw(direction)
local pitch = math.acos(velocity.y/speed) - math.pi/3
local pos = self.object:get_pos()
local node = minetest.get_node(pos)
local drag = math.max(minetest.registered_nodes[node.name].liquid_viscosity, 0.1)
if velocity.y == 0 then
drag = drag * 2
end
local acceleration = vector.multiply(velocity, -drag)
acceleration.y = acceleration.y - 10 * ((7 - drag) / 7)
if tostring(acceleration) ~= 'nan' then
self.object:set_acceleration(acceleration)
end
if tostring(yaw) ~= 'nan' and tostring(pitch) ~= 'nan' then
self.object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch})
end
]]
end
end
-- Restituisce la definizione dell'entità
return grenade_entity
end
--aggiunge le particelle dell'esplosione
-- Aggiunge le particelle dell'esplosione
function spawn_particles_sphere(pos, particle_texture)
if not pos then return end
minetest.add_particlespawner({

View File

@ -111,6 +111,9 @@ function get_pointed_players(head_pos, dir, dist, username)
if entity.initial_properties.is_bullet or entity.initial_properties.is_grenade then
--distrugge sia il proiettile con cui collide che se stesso
entity.old_p_name = entity.p_name
entity.p_name = username
entity:_destroy()
end
end
@ -235,6 +238,13 @@ function kill(arena, p_name, target)
if t_name ~= p_name then
--[[
local grenade = ItemStack("quake:grenade")
local player = minetest.get_player_by_name(p_name)
add_item("main", grenade)
player:get_inventory():set_stack("main", 1, "arena_lib:players_min " .. arena.min_players)
]]
-- informo dell'uccisione
quake.HUD_broadcast_player(p_name, S("YOU'VE KILLED @1", t_name), 2.5)
minetest.chat_send_player(t_name, minetest.colorize("#d7ded7", S("You've been killed by @1", minetest.colorize("#eea160", p_name))))

View File

@ -2,31 +2,37 @@ quake.explode = function(self)
local explosion_range = self.initial_properties.explosion_range
local explosion_damage = self.initial_properties.explosion_damage
local origin = self.object:get_pos()
local p_name = self.p_name
if origin == nil then return end
if origin.x == nil or origin.y == nil or origin.z == nil then return end
local objs = minetest.env:get_objects_inside_radius(origin, explosion_range)
local entities = {}
-- se ho colpito qualcosa
-- Se ho colpito qualcosa
if objs then
for _, obj in ipairs(objs) do
if obj:is_player() then
--if obj:get_player_name() ~= self.initial_properties.name then
local p_pos = obj:get_pos()
local lenx = math.abs(p_pos.x - origin.x)
local leny = math.abs(p_pos.y - origin.y)
local lenz = math.abs(p_pos.z - origin.z)
local hypot = math.sqrt((lenx * lenx) + (lenz * lenz))
local dist = math.sqrt((hypot * hypot) + (leny * leny))
local damage = explosion_damage - (explosion_damage * dist / explosion_range)
-- se colpisco me stesso, prendo 1/5 di danno
if (obj:get_player_name() ~= self.p_name) then
quake.shoot(self.p_name, obj, damage, false)
else
quake.shoot(self.p_name, obj, (damage/5), false)
end
--end
local p_pos = obj:get_pos()
local lenx = math.abs(p_pos.x - origin.x)
local leny = math.abs(p_pos.y - origin.y)
local lenz = math.abs(p_pos.z - origin.z)
local hypot = math.sqrt((lenx * lenx) + (lenz * lenz))
local dist = math.sqrt((hypot * hypot) + (leny * leny))
local damage = explosion_damage - (explosion_damage * dist / explosion_range)
local target_name = obj:get_player_name()
if self.old_p_name and p_name == target_name then
p_name = self.old_p_name
end
-- Se colpisco me stesso, prendo 1/5 di danno
if (target_name ~= p_name) then
quake.shoot(p_name, obj, damage, false)
else
quake.shoot(p_name, obj, (damage/5), false)
end
elseif obj ~= self.object and obj:get_luaentity() then
local entity = obj:get_luaentity()
@ -34,19 +40,21 @@ quake.explode = function(self)
end
end
end
if #entities == 0 then return end
self.object:remove()
for _,entity in pairs(entities) do
if entity.initial_properties ~= nil then
if entity.initial_properties.is_bullet or entity.initial_properties.is_grenade then
--distrugge sia il proiettile con cui collide che se stesso
entity.old_p_name = entity.p_name
entity.p_name = p_name
entity:_destroy()
--return true --perchè ho attivato un'altra entità che esploda
end
end
end
--return false --non ho attivato un'altra entità
end
@ -54,29 +62,31 @@ quake.grenade_explode = function(self)
local explosion_range = self.initial_properties.explosion_range
local explosion_damage = self.initial_properties.explosion_damage
local origin = self.object:get_pos()
local p_name = self.p_name
if origin == nil then return end
if origin.x == nil or origin.y == nil or origin.z == nil then return end
local objs = minetest.env:get_objects_inside_radius(origin, explosion_range)
local entities = {}
-- se ho colpito qualcosa
-- Se ho colpito qualcosa
if objs then
for _, obj in ipairs(objs) do
if obj:is_player() then
--if obj:get_player_name() ~= self.initial_properties.name then
local p_pos = obj:get_pos()
local lenx = math.abs(p_pos.x - origin.x)
local leny = math.abs(p_pos.y - origin.y)
local lenz = math.abs(p_pos.z - origin.z)
local hypot = math.sqrt((lenx * lenx) + (lenz * lenz))
local dist = math.sqrt((hypot * hypot) + (leny * leny))
local damage = explosion_damage - (explosion_damage * dist / explosion_range)
quake.shoot(self.p_name, obj, damage, false)
local p_pos = obj:get_pos()
local lenx = math.abs(p_pos.x - origin.x)
local leny = math.abs(p_pos.y - origin.y)
local lenz = math.abs(p_pos.z - origin.z)
local hypot = math.sqrt((lenx * lenx) + (lenz * lenz))
local dist = math.sqrt((hypot * hypot) + (leny * leny))
local damage = explosion_damage - (explosion_damage * dist / explosion_range)
local target_name = obj:get_player_name()
--end
if self.old_p_name and p_name == target_name then
p_name = self.old_p_name
end
quake.shoot(p_name, obj, damage, false)
elseif obj ~= self.object and obj:get_luaentity() then
local entity = obj:get_luaentity()
@ -90,12 +100,13 @@ quake.grenade_explode = function(self)
for _,entity in pairs(entities) do
if entity.initial_properties ~= nil then
if entity.initial_properties.is_bullet or entity.initial_properties.is_grenade then
--distrugge sia il proiettile con cui collide che se stesso
entity.old_p_name = entity.p_name
entity.p_name = p_name
entity:_destroy()
--return true --perchè ho attivato un'altra entità che esploda
end
end
end
--return false --non ho attivato un'altra entità
end