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Refactor regular arrow flight time calculation
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c45c0df118
commit
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1 changed files with 3 additions and 3 deletions
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@ -136,7 +136,7 @@ end
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ARROW_ENTITY.on_step = function(self, dtime)
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mcl_burning.tick(self.object, dtime)
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self._time_in_air = self._time_in_air + .001
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self._time_in_air = self._time_in_air + dtime
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local pos = self.object:get_pos()
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local dpos = table.copy(pos) -- digital pos
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@ -228,7 +228,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
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local obj = closest_object
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local is_player = obj:is_player()
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local lua = obj:get_luaentity()
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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
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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
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if obj:get_hp() > 0 then
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-- Check if there is no solid node between arrow and object
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local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true)
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@ -413,7 +413,7 @@ end
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ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
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local data = minetest.deserialize(staticdata)
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self._time_in_air = 1.0
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self._time_in_air = dtime_s
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if data then
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self._stuck = data.stuck
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if data.stuck then
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