Refactor regular arrow flight time calculation

This commit is contained in:
Nils Dagsson Moskopp 2021-07-12 16:04:09 +02:00
parent c45c0df118
commit 99ebf08873
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@ -136,7 +136,7 @@ end
ARROW_ENTITY.on_step = function(self, dtime)
mcl_burning.tick(self.object, dtime)
self._time_in_air = self._time_in_air + .001
self._time_in_air = self._time_in_air + dtime
local pos = self.object:get_pos()
local dpos = table.copy(pos) -- digital pos
@ -228,7 +228,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
local obj = closest_object
local is_player = obj:is_player()
local lua = obj:get_luaentity()
if obj == self._shooter and self._time_in_air > 1.02 or obj ~= self._shooter and (is_player or (lua and (lua._cmi_is_mob or lua._hittable_by_projectile))) then
if obj == self._shooter and self._time_in_air > 1 or obj ~= self._shooter and (is_player or (lua and (lua._cmi_is_mob or lua._hittable_by_projectile))) then
if obj:get_hp() > 0 then
-- Check if there is no solid node between arrow and object
local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true)
@ -413,7 +413,7 @@ end
ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
local data = minetest.deserialize(staticdata)
self._time_in_air = 1.0
self._time_in_air = dtime_s
if data then
self._stuck = data.stuck
if data.stuck then