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-- Time in seconds after which a stuck arrow is deleted
local ARROW_TIMEOUT = 60
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-- Time after which stuck arrow is rechecked for being stuck
local STUCK_RECHECK_TIME = 5
local GRAVITY = 9.81
local YAW_OFFSET = - math.pi / 2
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local mod_mcl_hunger = minetest.get_modpath ( " mcl_hunger " )
local mod_awards = minetest.get_modpath ( " awards " ) and minetest.get_modpath ( " mcl_achievements " )
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local mod_button = minetest.get_modpath ( " mesecons_button " )
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minetest.register_craftitem ( " mcl_bows:arrow " , {
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description = " Arrow " ,
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_doc_items_longdesc = [ [ Arrows are ammunition for bows and dispensers .
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An arrow fired from a bow has a regular damage of 1 - 9. At full charge , there ' s a 20% chance of a critical hit dealing 10 damage instead. An arrow fired from a dispenser always deals 3 damage.
Arrows might get stuck on solid blocks and can be retrieved again . They are also capable of pushing wooden buttons . ] ] ,
_doc_items_usagehelp = " To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory. To retrieve an arrow that sticks in a block, simply walk close to it. " ,
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inventory_image = " mcl_bows_arrow_inv.png " ,
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groups = { ammo = 1 , ammo_bow = 1 } ,
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_on_dispense = function ( itemstack , dispenserpos , droppos , dropnode , dropdir )
-- Shoot arrow
local shootpos = vector.add ( dispenserpos , vector.multiply ( dropdir , 0.51 ) )
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local yaw = math.atan2 ( dropdir.z , dropdir.x ) + YAW_OFFSET
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mcl_bows.shoot_arrow ( itemstack : get_name ( ) , shootpos , dropdir , yaw , nil , 19 , 3 )
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end ,
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} )
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-- This is a fake node, used as model for the arrow entity.
-- It's not supposed to be usable as item or real node.
-- TODO: Use a proper mesh for the arrow entity
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minetest.register_node ( " mcl_bows:arrow_box " , {
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drawtype = " nodebox " ,
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is_ground_content = false ,
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node_box = {
type = " fixed " ,
fixed = {
-- Shaft
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{ - 6.5 / 17 , - 1.5 / 17 , - 1.5 / 17 , - 4.5 / 17 , 1.5 / 17 , 1.5 / 17 } ,
{ - 4.5 / 17 , - 0.5 / 17 , - 0.5 / 17 , 5.5 / 17 , 0.5 / 17 , 0.5 / 17 } ,
{ 5.5 / 17 , - 1.5 / 17 , - 1.5 / 17 , 6.5 / 17 , 1.5 / 17 , 1.5 / 17 } ,
-- Tip
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{ - 4.5 / 17 , 2.5 / 17 , 2.5 / 17 , - 3.5 / 17 , - 2.5 / 17 , - 2.5 / 17 } ,
{ - 8.5 / 17 , 0.5 / 17 , 0.5 / 17 , - 6.5 / 17 , - 0.5 / 17 , - 0.5 / 17 } ,
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-- Fletching
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{ 6.5 / 17 , 1.5 / 17 , 1.5 / 17 , 7.5 / 17 , 2.5 / 17 , 2.5 / 17 } ,
{ 7.5 / 17 , - 2.5 / 17 , 2.5 / 17 , 6.5 / 17 , - 1.5 / 17 , 1.5 / 17 } ,
{ 7.5 / 17 , 2.5 / 17 , - 2.5 / 17 , 6.5 / 17 , 1.5 / 17 , - 1.5 / 17 } ,
{ 6.5 / 17 , - 1.5 / 17 , - 1.5 / 17 , 7.5 / 17 , - 2.5 / 17 , - 2.5 / 17 } ,
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{ 7.5 / 17 , 2.5 / 17 , 2.5 / 17 , 8.5 / 17 , 3.5 / 17 , 3.5 / 17 } ,
{ 8.5 / 17 , - 3.5 / 17 , 3.5 / 17 , 7.5 / 17 , - 2.5 / 17 , 2.5 / 17 } ,
{ 8.5 / 17 , 3.5 / 17 , - 3.5 / 17 , 7.5 / 17 , 2.5 / 17 , - 2.5 / 17 } ,
{ 7.5 / 17 , - 2.5 / 17 , - 2.5 / 17 , 8.5 / 17 , - 3.5 / 17 , - 3.5 / 17 } ,
}
} ,
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tiles = { " mcl_bows_arrow.png^[transformFX " , " mcl_bows_arrow.png^[transformFX " , " mcl_bows_arrow_back.png " , " mcl_bows_arrow_front.png " , " mcl_bows_arrow.png " , " mcl_bows_arrow.png^[transformFX " } ,
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paramtype = " light " ,
paramtype2 = " facedir " ,
sunlight_propagates = true ,
groups = { not_in_creative_inventory = 1 , dig_immediate = 3 } ,
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} )
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local ARROW_ENTITY = {
physical = true ,
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visual = " wielditem " ,
visual_size = { x = 0.4 , y = 0.4 } ,
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textures = { " mcl_bows:arrow_box " } ,
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collisionbox = { - 0.19 , - 0.125 , - 0.19 , 0.19 , 0.125 , 0.19 } ,
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collide_with_objects = false ,
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_lastpos = { } ,
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_startpos = nil ,
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_damage = 1 , -- Damage on impact
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_stuck = false , -- Whether arrow is stuck
_stucktimer = nil , -- Amount of time (in seconds) the arrow has been stuck so far
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_stuckrechecktimer = nil , -- An additional timer for periodically re-checking the stuck status of an arrow
_stuckin = nil , --Position of node in which arow is stuck.
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_shooter = nil , -- ObjectRef of player or mob who shot it
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_viscosity = 0 , -- Viscosity of node the arrow is currently in
_deflection_cooloff = 0 , -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession
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}
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-- Destroy arrow entity self at pos and drops it as an item
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local spawn_item = function ( self , pos )
if not minetest.settings : get_bool ( " creative_mode " ) then
local item = minetest.add_item ( pos , " mcl_bows:arrow " )
item : set_velocity ( { x = 0 , y = 0 , z = 0 } )
item : set_yaw ( self.object : get_yaw ( ) )
end
self.object : remove ( )
end
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ARROW_ENTITY.on_step = function ( self , dtime )
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local pos = self.object : getpos ( )
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local dpos = table.copy ( pos ) -- digital pos
dpos = vector.round ( dpos )
local node = minetest.get_node ( dpos )
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if self._stuck then
self._stucktimer = self._stucktimer + dtime
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self._stuckrechecktimer = self._stuckrechecktimer + dtime
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if self._stucktimer > ARROW_TIMEOUT then
self.object : remove ( )
return
end
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-- Drop arrow as item when it is no longer stuck
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-- FIXME: Arrows are a bit slot to react and continue to float in mid air for a few seconds.
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if self._stuckrechecktimer > STUCK_RECHECK_TIME then
local stuckin_def
if self._stuckin then
stuckin_def = minetest.registered_nodes [ minetest.get_node ( self._stuckin ) . name ]
end
-- TODO: In MC, arrow just falls down without turning into an item
if stuckin_def and stuckin_def.walkable == false then
spawn_item ( self , pos )
return
end
self._stuckrechecktimer = 0
end
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-- Pickup arrow if player is nearby (not in Creative Mode)
local objects = minetest.get_objects_inside_radius ( pos , 1 )
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for _ , obj in ipairs ( objects ) do
if obj : is_player ( ) then
if not minetest.settings : get_bool ( " creative_mode " ) then
if obj : get_inventory ( ) : room_for_item ( " main " , " mcl_bows:arrow " ) then
obj : get_inventory ( ) : add_item ( " main " , " mcl_bows:arrow " )
minetest.sound_play ( " item_drop_pickup " , {
pos = pos ,
max_hear_distance = 16 ,
gain = 1.0 ,
} )
end
end
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self.object : remove ( )
return
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end
end
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-- Check for object collision. Done every tick (hopefully this is not too stressing)
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else
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local objs = minetest.get_objects_inside_radius ( pos , 2 )
local closest_object
local closest_distance
local ok = false
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if self._deflection_cooloff > 0 then
self._deflection_cooloff = self._deflection_cooloff - dtime
end
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-- Iterate through all objects and remember the closest attackable object
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for k , obj in pairs ( objs ) do
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-- Arrows can only damage players and mobs
if obj ~= self._shooter and obj : is_player ( ) then
ok = true
elseif obj : get_luaentity ( ) ~= nil then
if obj ~= self._shooter and obj : get_luaentity ( ) . _cmi_is_mob then
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ok = true
end
end
if ok then
local dist = vector.distance ( pos , obj : getpos ( ) )
if not closest_object or not closest_distance then
closest_object = obj
closest_distance = dist
elseif dist < closest_distance then
closest_object = obj
closest_distance = dist
end
end
end
-- If an attackable object was found, we will damage the closest one only
if closest_object ~= nil then
local obj = closest_object
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local is_player = obj : is_player ( )
local lua = obj : get_luaentity ( )
if obj ~= self._shooter and ( is_player or ( lua and lua._cmi_is_mob ) ) then
obj : punch ( self.object , 1.0 , {
full_punch_interval = 1.0 ,
damage_groups = { fleshy = self._damage } ,
} , nil )
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if is_player then
if self._shooter and self._shooter : is_player ( ) then
-- “Ding” sound for hitting another player
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minetest.sound_play ( { name = " mcl_bows_hit_player " , gain = 0.1 } , { to_player = self._shooter } )
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end
if mod_mcl_hunger then
mcl_hunger.exhaust ( obj : get_player_name ( ) , mcl_hunger.EXHAUST_DAMAGE )
end
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end
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if lua then
local entity_name = lua.name
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-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
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-- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
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-- TODO: This achievement should be given for the kill, not just a hit
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if self._shooter and self._shooter : is_player ( ) and vector.distance ( pos , self._startpos ) >= 20 then
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if mod_awards and ( entity_name == " mobs_mc:skeleton " or entity_name == " mobs_mc:stray " or entity_name == " mobs_mc:witherskeleton " ) then
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awards.unlock ( self._shooter : get_player_name ( ) , " mcl:snipeSkeleton " )
end
end
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end
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self.object : remove ( )
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return
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end
end
end
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-- Check for node collision
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if self._lastpos . x ~= nil and not self._stuck then
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local def = minetest.registered_nodes [ node.name ]
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local vel = self.object : get_velocity ( )
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-- Arrow has stopped in one axis, so it probably hit something.
-- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
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if ( math.abs ( vel.x ) < 0.0001 ) or ( math.abs ( vel.z ) < 0.0001 ) or ( math.abs ( vel.y ) < 0.00001 ) then
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-- Check for the node to which the arrow is pointing
local dir
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if math.abs ( vel.y ) < 0.00001 then
if self._lastpos . y < pos.y then
dir = { x = 0 , y = 1 , z = 0 }
else
dir = { x = 0 , y =- 1 , z = 0 }
end
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else
dir = minetest.facedir_to_dir ( minetest.dir_to_facedir ( minetest.yaw_to_dir ( self.object : get_yaw ( ) - YAW_OFFSET ) ) )
end
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self._stuckin = vector.add ( dpos , dir )
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local snode = minetest.get_node ( self._stuckin )
local sdef = minetest.registered_nodes [ snode.name ]
-- If node is non-walkable, unknown or ignore, don't make arrow stuck.
-- This causes a deflection in the engine.
if not sdef or sdef.walkable == false or snode.name == " ignore " then
self._stuckin = nil
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if self._deflection_cooloff <= 0 then
-- Lose 1/3 of velocity on deflection
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local newvel = vector.multiply ( vel , 0.6667 )
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self.object : set_velocity ( newvel )
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-- Reset deflection cooloff timer to prevent many deflections happening in quick succession
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self._deflection_cooloff = 1.0
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end
else
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-- Node was walkable, make arrow stuck
self._stuck = true
self._stucktimer = 0
self._stuckrechecktimer = 0
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self.object : set_velocity ( { x = 0 , y = 0 , z = 0 } )
self.object : set_acceleration ( { x = 0 , y = 0 , z = 0 } )
-- Push the button! Push, push, push the button!
if mod_button and minetest.get_item_group ( node.name , " button " ) > 0 and minetest.get_item_group ( node.name , " button_push_by_arrow " ) == 1 then
local bdir = minetest.wallmounted_to_dir ( node.param2 )
-- Check the button orientation
if vector.equals ( vector.add ( dpos , bdir ) , self._stuckin ) then
mesecon.push_button ( dpos , node )
end
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end
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end
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elseif ( def and def.liquidtype ~= " none " ) then
-- Slow down arrow in liquids
local v = def.liquid_viscosity
if not v then
v = 0
end
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local old_v = self._viscosity
self._viscosity = v
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local vpenalty = math.max ( 0.1 , 0.98 - 0.1 * v )
if math.abs ( vel.x ) > 0.001 then
vel.x = vel.x * vpenalty
end
if math.abs ( vel.z ) > 0.001 then
vel.z = vel.z * vpenalty
end
self.object : set_velocity ( vel )
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end
end
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-- Update yaw
if not self._stuck then
local vel = self.object : get_velocity ( )
self.object : set_yaw ( minetest.dir_to_yaw ( vel ) + YAW_OFFSET )
end
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-- Update internal variable
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self._lastpos = { x = pos.x , y = pos.y , z = pos.z }
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end
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-- Force recheck of stuck arrows when punched.
-- Otherwise, punching has no effect.
ARROW_ENTITY.on_punch = function ( self )
if self._stuck then
self._stuckrechecktimer = STUCK_RECHECK_TIME
end
end
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ARROW_ENTITY.get_staticdata = function ( self )
local out = {
lastpos = self._lastpos ,
startpos = self._startpos ,
damage = self._damage ,
stuck = self._stuck ,
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stuckin = self._stuckin ,
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}
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if self._stuck then
-- If _stucktimer is missing for some reason, assume the maximum
if not self._stucktimer then
self._stucktimer = ARROW_TIMEOUT
end
out.stuckstarttime = minetest.get_gametime ( ) - self._stucktimer
end
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if self._shooter and self._shooter : is_player ( ) then
out.shootername = self._shooter : get_player_name ( )
end
return minetest.serialize ( out )
end
ARROW_ENTITY.on_activate = function ( self , staticdata , dtime_s )
local data = minetest.deserialize ( staticdata )
if data then
self._stuck = data.stuck
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if data.stuck then
if data.stuckstarttime then
-- First, check if the stuck arrow is aleady past its life timer.
-- If yes, delete it.
self._stucktimer = minetest.get_gametime ( ) - data.stuckstarttime
if self._stucktimer > ARROW_TIMEOUT then
self.object : remove ( )
return
end
end
-- Perform a stuck recheck on the next step.
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self._stuckrechecktimer = STUCK_RECHECK_TIME
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self._stuckin = data.stuckin
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end
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-- Get the remaining arrow state
self._lastpos = data.lastpos
self._startpos = data.startpos
self._damage = data.damage
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if data.shootername then
local shooter = minetest.get_player_by_name ( data.shootername )
if shooter and shooter : is_player ( ) then
self._shooter = shooter
end
end
end
end
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minetest.register_entity ( " mcl_bows:arrow_entity " , ARROW_ENTITY )
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if minetest.get_modpath ( " mcl_core " ) and minetest.get_modpath ( " mcl_mobitems " ) then
minetest.register_craft ( {
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output = ' mcl_bows:arrow 4 ' ,
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recipe = {
{ ' mcl_core:flint ' } ,
{ ' mcl_core:stick ' } ,
{ ' mcl_mobitems:feather ' }
}
} )
end
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if minetest.get_modpath ( " doc_identifier " ) ~= nil then
doc.sub . identifier.register_object ( " mcl_bows:arrow_entity " , " craftitems " , " mcl_bows:arrow " )
end