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- local modpath = minetest.get_modpath(minetest.get_current_modname())
- if minetest.global_exists("armor") and armor.attributes then
- table.insert(armor.attributes, "bullet_res")
- end
- if minetest.global_exists("armor") and armor.attributes then
- table.insert(armor.attributes, "ammo_save")
- end
- if minetest.global_exists("armor") and armor.attributes then
- table.insert(armor.attributes, "ranged_dmg")
- end
- minetest.register_node("rangedweapons:antigun_block", {
- description = "" ..core.colorize("#35cdff","Anti-gun block\n")..core.colorize("#FFFFFF", "Prevents people from using guns, in 10 node radius to each side from this block"),
- tiles = {"rangedweapons_antigun_block.png"},
- groups = {choppy = 3, oddly_breakable_by_hand = 3},
- sounds = default.node_sound_wood_defaults(),
- })
- ----
- ---- gun_funcs
- ----
- make_sparks = function(pos)
- minetest.sound_play("rengedweapons_ricochet", {pos, gain = 0.75})
- for i=1,9 do
- minetest.add_particle({
- pos = pos,
- velocity = {x=math.random(-6.0,6.0), y=math.random(-10.0,15.0), z=math.random(-6.0,6.0)},
- acceleration = {x=math.random(-9.0,9.0), y=math.random(-15.0,-3.0), z=math.random(-9.0,9.0)},
- expirationtime = 1.0,
- size = math.random(1,2),
- collisiondetection = true,
- vertical = false,
- texture = "rangedweapons_spark.png",
- glow = 25,
- })
- end
- end
- rangedweapons_gain_skill = function(player,skill,chance)
- if math.random(1, chance) == 1 then
- local p_meta = player:get_meta()
- local skill_num = p_meta:get_int(skill)
- if skill_num < rweapons_max_gun_efficiency then
- p_meta:set_int(skill, skill_num + 1)
- minetest.chat_send_player(player:get_player_name(), "" ..core.colorize("#25c200","You've improved your skill with this type of gun!"))
- end
- end
- end
- rangedweapons_reload_gun = function(itemstack, player)
- GunCaps = itemstack:get_definition().RW_gun_capabilities
- if GunCaps ~= nil then
- gun_unload_sound = GunCaps.gun_unload_sound or ""
- end
- minetest.sound_play(gun_unload_sound, {player})
- local gun_reload = 0.25
- if GunCaps ~= nil then
- gun_reload = GunCaps.gun_reload or 0.25
- end
- local playerMeta = player:get_meta()
- local gunMeta = itemstack:get_meta()
- gunMeta:set_float("RW_reload_delay",gun_reload)
- playerMeta:set_float("rw_cooldown",gun_reload)
- local player_has_ammo = 0
- local clipSize = 0
- local reload_ammo = ""
- if GunCaps.suitable_ammo ~= nil then
- local inv = player:get_inventory()
- for i = 1,inv:get_size("main") do
- for _, ammo in pairs(GunCaps.suitable_ammo) do
- if inv:get_stack("main",i):get_name() == ammo[1] then
- reload_ammo = inv:get_stack("main",i)
- clipSize = ammo[2]
- player_has_ammo = 1
- break
- end end
- if player_has_ammo == 1 then
- break
- end
- end end
- if player_has_ammo == 1 then
- local gun_icon = "rangedweapons_emergency_gun_icon.png"
- if GunCaps.gun_icon ~= nil then
- gun_icon = GunCaps.gun_icon
- end
- local ammo_icon = "rangedweapons_emergency_ammo_icon.png"
- if reload_ammo:get_definition().inventory_image ~= nil then
- ammo_icon = reload_ammo:get_definition().inventory_image
- end
- player:hud_change(gunimg, "text", gun_icon)
- player:hud_change(ammoimg, "text", ammo_icon)
- local gunMeta = itemstack:get_meta()
- local ammoCount = gunMeta:get_int("RW_bullets")
- local ammoName = gunMeta:get_string("RW_ammo_name")
- local inv = player:get_inventory()
- inv:add_item("main",ammoName.." "..ammoCount)
- if inv:contains_item("main",reload_ammo:get_name().." "..clipSize) then
- inv:remove_item("main",reload_ammo:get_name().." "..clipSize)
- gunMeta:set_int("RW_bullets",clipSize)
- else
- gunMeta:set_int("RW_bullets",reload_ammo:get_count())
- inv:remove_item("main",reload_ammo:get_name().." "..reload_ammo:get_count())
- end
- gunMeta:set_string("RW_ammo_name",reload_ammo:get_name())
- player:hud_change(gunammo, "text", gunMeta:get_int("RW_bullets"))
- if GunCaps.gun_magazine ~= nil then
- local pos = player:get_pos()
- local dir = player:get_look_dir()
- local yaw = player:get_look_yaw()
- if pos and dir and yaw then
- pos.y = pos.y + 1.4
- local obj = minetest.add_entity(pos,"rangedweapons:mag")
- if obj then
- obj:set_properties({textures = {GunCaps.gun_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
- if GunCaps.gun_unloaded ~= nil then
- itemstack:set_name(GunCaps.gun_unloaded)
- end
- end
- end
- rangedweapons_single_load_gun = function(itemstack, player)
- GunCaps = itemstack:get_definition().RW_gun_capabilities
- if GunCaps ~= nil then
- gun_unload_sound = GunCaps.gun_unload_sound or ""
- end
- minetest.sound_play(gun_unload_sound, {player})
- local gun_reload = 0.25
- if GunCaps ~= nil then
- gun_reload = GunCaps.gun_reload or 0.25
- end
- local playerMeta = player:get_meta()
- local gunMeta = itemstack:get_meta()
- gunMeta:set_float("RW_reload_delay",gun_reload)
- playerMeta:set_float("rw_cooldown",gun_reload)
- local player_has_ammo = 0
- local clipSize = 0
- local reload_ammo = ""
- if GunCaps.suitable_ammo ~= nil then
- local inv = player:get_inventory()
- for i = 1,inv:get_size("main") do
- for _, ammo in pairs(GunCaps.suitable_ammo) do
- if inv:get_stack("main",i):get_name() == ammo[1] then
- reload_ammo = inv:get_stack("main",i)
- clipSize = ammo[2]
- player_has_ammo = 1
- break
- end end
- if player_has_ammo == 1 then
- break
- end
- end end
- if player_has_ammo == 1 then
- local gun_icon = "rangedweapons_emergency_gun_icon.png"
- if GunCaps.gun_icon ~= nil then
- gun_icon = GunCaps.gun_icon
- end
- local ammo_icon = "rangedweapons_emergency_ammo_icon.png"
- if reload_ammo:get_definition().inventory_image ~= nil then
- ammo_icon = reload_ammo:get_definition().inventory_image
- end
- player:hud_change(gunimg, "text", gun_icon)
- player:hud_change(ammoimg, "text", ammo_icon)
- local gunMeta = itemstack:get_meta()
- local ammoCount = gunMeta:get_int("RW_bullets")
- local ammoName = gunMeta:get_string("RW_ammo_name")
- local inv = player:get_inventory()
- if ammoName ~= reload_ammo:get_name() then
- inv:add_item("main",ammoName.." "..ammoCount)
- gunMeta:set_int("RW_bullets",0)
- end
- if inv:contains_item("main",reload_ammo:get_name()) and
- gunMeta:get_int("RW_bullets") < clipSize then
- inv:remove_item("main",reload_ammo:get_name())
- gunMeta:set_int("RW_bullets",gunMeta:get_int("RW_bullets")+1)
- end
- gunMeta:set_string("RW_ammo_name",reload_ammo:get_name())
- player:hud_change(gunammo, "text", gunMeta:get_int("RW_bullets"))
- if GunCaps.gun_unloaded ~= nil then
- itemstack:set_name(GunCaps.gun_unloaded)
- end
- end
- end
- rangedweapons_yeet = function(itemstack, player)
- if minetest.find_node_near(player:getpos(), 10,"rangedweapons:antigun_block")
- then
- minetest.chat_send_player(player:get_player_name(), "" ..core.colorize("#ff0000","throwable weapons are prohibited in this area!"))
- else
- ThrowCaps = itemstack:get_definition().RW_throw_capabilities
- playerMeta = player:get_meta()
- if ThrowCaps ~= nil then
- throw_cooldown = ThrowCaps.throw_cooldown or 0
- end
- if playerMeta:get_float("rw_cooldown") <= 0 then
- playerMeta:set_float("rw_cooldown", throw_cooldown)
- local throw_damage = {fleshy=1}
- local throw_sound = "rangedweapons_throw"
- local throw_velocity = 20
- local throw_accuracy = 100
- local throw_cooling = 0
- local throw_crit = 0
- local throw_critEffc = 1
- local throw_mobPen = 0
- local throw_nodePen = 0
- local throw_dps = 0
- local throw_gravity = 0
- local throw_door_breaking = 0
- local throw_skill = ""
- local throw_skillChance = 0
- local throw_smokeSize = 0
- local throw_ent = "rangedweapons:shot_bullet"
- local throw_visual = "wielditem"
- local throw_texture = "rangedweapons:shot_bullet_visual"
- local throw_glass_breaking = 0
- local throw_particles = {}
- local throw_sparks = 0
- local throw_bomb_ignite = 0
- local throw_size = 0
- local throw_glow = 0
- if ThrowCaps ~= nil then
- throw_damage = ThrowCaps.throw_damage or {fleshy=1}
- throw_sound = ThrowCaps.throw_sound or "rangedweapons_glock"
- throw_velocity = ThrowCaps.throw_velocity or 20
- throw_accuracy = ThrowCaps.throw_accuracy or 100
- throw_cooling = ThrowCaps.throw_cooling or itemstack:get_name()
- throw_crit = ThrowCaps.throw_crit or 0
- throw_critEffc = ThrowCaps.throw_critEffc or 1
- throw_projectiles = ThrowCaps.throw_projectiles or 1
- throw_mobPen = ThrowCaps.throw_mob_penetration or 0
- throw_nodePen = ThrowCaps.throw_node_penetration or 0
- throw_dps = ThrowCaps.throw_dps or 0
- throw_gravity = ThrowCaps.throw_gravity or 0
- throw_door_breaking = ThrowCaps.throw_door_breaking or 0
- throw_ent = ThrowCaps.throw_entity or "rangedweapons:shot_bullet"
- throw_visual = ThrowCaps.throw_visual or "wielditem"
- throw_texture = ThrowCaps.throw_texture or "rangedweapons:shot_bullet_visual"
- throw_glass_breaking = ThrowCaps.throw_glass_breaking or 0
- throw_particles = ThrowCaps.throw_particles or nil
- throw_sparks = ThrowCaps.throw_sparks or 0
- throw_bomb_ignite = ThrowCaps.ignites_explosives or 0
- throw_size = ThrowCaps.throw_projectile_size or 0
- throw_glow = ThrowCaps.throw_projectile_glow or 0
- OnCollision = ThrowCaps.OnCollision or function()end
- if ThrowCaps.throw_skill ~= nil then
- throw_skill = ThrowCaps.throw_skill[1] or ""
- throw_skillChance = ThrowCaps.throw_skill[2] or 0
- else
- throw_skill = ""
- throw_skillChance = 0
- end
- end
- if throw_skillChance > 0 and throw_skill ~= "" then
- rangedweapons_gain_skill(player,throw_skill,throw_skillChance)
- end
- if throw_skill ~= "" then
- skill_value = playerMeta:get_int(throw_skill)/100
- else
- skill_value = 1
- end
- rangedweapons_launch_projectile(player,throw_projectiles,throw_damage,throw_ent,throw_visual,throw_texture,throw_sound,throw_velocity,throw_accuracy,skill_value,OnCollision,throw_crit,throw_critEffc,throw_mobPen,throw_nodePen,0,"","","",throw_dps,throw_gravity,throw_door_breaking,throw_glass_breaking,throw_particles,throw_sparks,throw_bomb_ignite,throw_size,0,itemstack:get_wear(),throw_glow)
- itemstack:take_item()
- end
- end
- end
- rangedweapons_shoot_gun = function(itemstack, player)
- if minetest.find_node_near(player:getpos(), 10,"rangedweapons:antigun_block")
- then
- minetest.sound_play("rangedweapons_empty", {player})
- minetest.chat_send_player(player:get_player_name(), "" ..core.colorize("#ff0000","Guns are prohibited in this area!"))
- else
- local gun_cooldown = 0
- local GunCaps = itemstack:get_definition().RW_gun_capabilities
- local gun_ammo_save = 0
- if GunCaps ~= nil then
- gun_cooldown = GunCaps.gun_cooldown or 0
- gun_ammo_save = GunCaps.ammo_saving or 0
- end
- local gunMeta = itemstack:get_meta()
- local playerMeta = player:get_meta()
- if gunMeta:get_int("RW_bullets") > 0 and
- playerMeta:get_float("rw_cooldown") <= 0 then
- playerMeta:set_float("rw_cooldown", gun_cooldown)
- if math.random(1,100) > gun_ammo_save then
- gunMeta:set_int("RW_bullets",gunMeta:get_int("RW_bullets")-1)
- end
- player:hud_change(gunammo, "text", gunMeta:get_int("RW_bullets"))
- local gun_icon = "rangedweapons_emergency_gun_icon.png"
- if GunCaps.gun_icon ~= nil then
- gun_icon = GunCaps.gun_icon
- end
- player:hud_change(gunimg, "text", gun_icon)
- local OnCollision = function() end
- local bulletStack = ItemStack({name = gunMeta:get_string("RW_ammo_name")})
- AmmoCaps = bulletStack:get_definition().RW_ammo_capabilities
- local gun_damage = {fleshy=1}
- local gun_sound = "rangedweapons_glock"
- local gun_velocity = 20
- local gun_accuracy = 100
- local gun_cooling = 0
- local gun_crit = 0
- local gun_critEffc = 1
- local gun_mobPen = 0
- local gun_nodePen = 0
- local gun_shell = 0
- local gun_durability = 0
- local gun_dps = 0
- local gun_gravity = 0
- local gun_door_breaking = 0
- local gun_skill = ""
- local gun_skillChance = 0
- local gun_smokeSize = 0
- local bullet_damage = {fleshy=0}
- local bullet_velocity = 0
- local bullet_ent = "rangedweapons:shot_bullet"
- local bullet_visual = "wielditem"
- local bullet_texture = "rangedweapons:shot_bullet_visual"
- local bullet_crit = 0
- local bullet_critEffc = 0
- local bullet_projMult = 1
- local bullet_mobPen = 0
- local bullet_nodePen = 0
- local bullet_shell_ent = "rangedweapons:empty_shell"
- local bullet_shell_visual = "wielditem"
- local bullet_shell_texture = "rangedweapons:shelldrop"
- local bullet_dps = 0
- local bullet_gravity = 0
- local bullet_glass_breaking = 0
- local bullet_particles = {}
- local bullet_sparks = 0
- local bullet_bomb_ignite = 0
- local bullet_size = 0
- local bullet_glow = 20
- if GunCaps ~= nil then
- gun_damage = GunCaps.gun_damage or {fleshy=1}
- gun_sound = GunCaps.gun_sound or "rangedweapons_glock"
- gun_velocity = GunCaps.gun_velocity or 20
- gun_accuracy = GunCaps.gun_accuracy or 100
- gun_cooling = GunCaps.gun_cooling or itemstack:get_name()
- gun_crit = GunCaps.gun_crit or 0
- gun_critEffc = GunCaps.gun_critEffc or 1
- gun_projectiles = GunCaps.gun_projectiles or 1
- gun_mobPen = GunCaps.gun_mob_penetration or 0
- gun_nodePen = GunCaps.gun_node_penetration or 0
- gun_shell = GunCaps.has_shell or 0
- gun_durability = GunCaps.gun_durability or 0
- gun_dps = GunCaps.gun_dps or 0
- gun_ammo_save = GunCaps.ammo_saving or 0
- gun_gravity = GunCaps.gun_gravity or 0
- gun_door_breaking = GunCaps.gun_door_breaking or 0
- gun_smokeSize = GunCaps.gun_smokeSize or 0
- if GunCaps.gun_skill ~= nil then
- gun_skill = GunCaps.gun_skill[1] or ""
- gun_skillChance = GunCaps.gun_skill[2] or 0
- else
- gun_skill = ""
- gun_skillChance = 0
- end
- end
- if gun_skillChance > 0 and gun_skill ~= "" then
- rangedweapons_gain_skill(player,gun_skill,gun_skillChance)
- end
- local ammo_icon = "rangedweapons_emergency_ammo_icon.png"
- if bulletStack:get_definition().inventory_image ~= nil then
- ammo_icon = bulletStack:get_definition().inventory_image
- end
- player:hud_change(ammoimg, "text", ammo_icon)
- if AmmoCaps ~= nil then
- OnCollision = AmmoCaps.OnCollision or function()end
- bullet_damage = AmmoCaps.ammo_damage or {fleshy=1}
- bullet_velocity = AmmoCaps.ammo_velocity or 0
- bullet_ent = AmmoCaps.ammo_entity or "rangedweapons:shot_bullet"
- bullet_visual = AmmoCaps.ammo_visual or "wielditem"
- bullet_texture = AmmoCaps.ammo_texture or "rangedweapons:shot_bullet_visual"
- bullet_crit = AmmoCaps.ammo_crit or 0
- bullet_critEffc = AmmoCaps.ammo_critEffc or 0
- bullet_projMult = AmmoCaps.ammo_projectile_multiplier or 1
- bullet_mobPen = AmmoCaps.ammo_mob_penetration or 0
- bullet_nodePen = AmmoCaps.ammo_node_penetration or 0
- bullet_shell_ent = AmmoCaps.shell_entity or "rangedweapons:empty_shell"
- bullet_shell_visual = AmmoCaps.shell_visual or "wielditem"
- bullet_shell_texture = AmmoCaps.shell_texture or "rangedweapons:shelldrop"
- bullet_dps = AmmoCaps.ammo_dps or 0
- bullet_gravity = AmmoCaps.ammo_gravity or 0
- bullet_glass_breaking = AmmoCaps.ammo_glass_breaking or 0
- bullet_particles = AmmoCaps.ammo_particles or nil
- bullet_sparks = AmmoCaps.has_sparks or 0
- bullet_bomb_ignite = AmmoCaps.ignites_explosives or 0
- bullet_size = AmmoCaps.ammo_projectile_size or 0.0025
- bullet_glow = AmmoCaps.ammo_projectile_glow or 20
- end
- local combined_crit = gun_crit + bullet_crit
- local combined_critEffc = gun_critEffc + bullet_critEffc
- local combined_velocity = gun_velocity + bullet_velocity
- local combined_projNum = math.ceil(gun_projectiles * bullet_projMult)
- local combined_mobPen = gun_mobPen + bullet_mobPen
- local combined_nodePen = gun_nodePen + bullet_nodePen
- local combined_dps = gun_dps + bullet_dps
- local combined_dmg = {}
- local combined_gravity = gun_gravity + bullet_gravity
- for _, gunDmg in pairs(gun_damage) do
- if bullet_damage[_] ~= nil then
- combined_dmg[_] = gun_damage[_] + bullet_damage[_]
- else
- combined_dmg[_] = gun_damage[_]
- end
- end
- for _, bulletDmg in pairs(bullet_damage) do
- if gun_damage[_] == nil then
- combined_dmg[_] = bullet_damage[_]
- end
- end
- --minetest.chat_send_all(minetest.serialize(combined_dmg))
- if gun_skill ~= "" then
- skill_value = playerMeta:get_int(gun_skill)/100
- else
- skill_value = 1
- end
- rangedweapons_launch_projectile(player,combined_projNum,combined_dmg,bullet_ent,bullet_visual,bullet_texture,gun_sound,combined_velocity,gun_accuracy,skill_value,OnCollision,combined_crit,combined_critEffc,combined_mobPen,combined_nodePen,gun_shell,bullet_shell_ent,bullet_shell_texture,bullet_shell_visual,combined_dps,combined_gravity,gun_door_breaking,bullet_glass_breaking,bullet_particles,bullet_sparks,bullet_bomb_ignite,bullet_size,gun_smokeSize,0,bullet_glow)
- if rweapons_gun_durability == "true" then
- itemstack:add_wear(65535/gun_durability)
- end
- itemstack:set_name(gun_cooling)
- end
- end end
- rangedweapons_shoot_powergun = function(itemstack, player)
- if minetest.find_node_near(player:getpos(), 10,"rangedweapons:antigun_block")
- then
- minetest.sound_play("rangedweapons_empty", {player})
- minetest.chat_send_player(player:get_player_name(), "" ..core.colorize("#ff0000","Guns are prohibited in this area!"))
- else
- local power_cooldown = 0
- PowerCaps = itemstack:get_definition().RW_powergun_capabilities
- if PowerCaps ~= nil then
- power_cooldown = PowerCaps.power_cooldown or 0
- power_consumption = PowerCaps.power_consumption or 0
- end
- local inv = player:get_inventory()
- local playerMeta = player:get_meta()
- if inv:contains_item("main", "rangedweapons:power_particle "..PowerCaps.power_consumption) and
- playerMeta:get_float("rw_cooldown") <= 0 then
- playerMeta:set_float("rw_cooldown", power_cooldown)
- local OnCollision = function() end
- local power_damage = {fleshy=1}
- local power_sound = "rangedweapons_laser"
- local power_velocity = 20
- local power_accuracy = 100
- local power_cooling = 0
- local power_crit = 0
- local power_critEffc = 1
- local power_mobPen = 0
- local power_nodePen = 0
- local power_durability = 0
- local power_dps = 0
- local power_gravity = 0
- local power_door_breaking = 0
- local power_skill = ""
- local power_skillChance = 0
- local power_ent = "rangedweapons:shot_bullet"
- local power_visual = "wielditem"
- local power_texture = "rangedweapons:shot_bullet_visual"
- local power_glass_breaking = 0
- local power_particles = {}
- local power_sparks = 0
- local power_bomb_ignite = 0
- local power_size = 0
- local power_glow = 20
- if PowerCaps ~= nil then
- power_damage = PowerCaps.power_damage or {fleshy=1}
- power_sound = PowerCaps.power_sound or "rangedweapons_glock"
- power_velocity = PowerCaps.power_velocity or 20
- power_accuracy = PowerCaps.power_accuracy or 100
- power_cooling = PowerCaps.power_cooling or itemstack:get_name()
- power_crit = PowerCaps.power_crit or 0
- power_critEffc = PowerCaps.power_critEffc or 1
- power_projectiles = PowerCaps.power_projectiles or 1
- power_mobPen = PowerCaps.power_mob_penetration or 0
- power_nodePen = PowerCaps.power_node_penetration or 0
- power_durability = PowerCaps.power_durability or 0
- power_dps = PowerCaps.power_dps or 0
- power_gravity = PowerCaps.power_gravity or 0
- power_door_breaking = PowerCaps.power_door_breaking or 0
- OnCollision = PowerCaps.OnCollision or function()end
- power_ent = PowerCaps.power_entity or "rangedweapons:shot_bullet"
- power_visual = PowerCaps.power_visual or "wielditem"
- power_texture = PowerCaps.power_texture or "rangedweapons:shot_bullet_visual"
- power_glass_breaking = PowerCaps.power_glass_breaking or 0
- power_particles = PowerCaps.power_particles or nil
- power_sparks = PowerCaps.has_sparks or 0
- power_bomb_ignite = PowerCaps.ignites_explosives or 0
- power_size = PowerCaps.power_projectile_size or 0.0025
- power_glow = PowerCaps.power_projectile_glow or 20
- if PowerCaps.power_skill ~= nil then
- power_skill = PowerCaps.power_skill[1] or ""
- power_skillChance = PowerCaps.power_skill[2] or 0
- else
- power_skill = ""
- power_skillChance = 0
- end
- end
- if power_skillChance > 0 and power_skill ~= "" then
- rangedweapons_gain_skill(player,power_skill,power_skillChance)
- end
- if power_skill ~= "" then
- skill_value = playerMeta:get_int(power_skill)/100
- else
- skill_value = 1
- end
- rangedweapons_launch_projectile(player,power_projectiles,power_damage,power_ent,power_visual,power_texture,power_sound,power_velocity,power_accuracy,skill_value,OnCollision,power_crit,power_critEffc,power_mobPen,power_nodePen,0,"","","",power_dps,power_gravity,power_door_breaking,power_glass_breaking,power_particles,power_sparks,power_bomb_ignite,power_size,0,0,power_glow)
- if rweapons_gun_durability == "true" then
- itemstack:add_wear(65535/power_durability)
- end
- itemstack:set_name(power_cooling)
- inv:remove_item("main", "rangedweapons:power_particle "..PowerCaps.power_consumption)
- end
- end end
- rangedweapons_launch_projectile = function(player,projNum,projDmg,projEnt,visualType,texture,shoot_sound,combined_velocity,accuracy,skill_value,ColResult,projCrit,projCritEffc,mobPen,nodePen,has_shell,shellEnt,shellTexture,shellVisual,dps,gravity,door_break,glass_break,bullet_particles,sparks,ignite,size,smokeSize,proj_wear,proj_glow)
- --minetest.chat_send_all(accuracy)
- ----------------------------------
- local pos = player:get_pos()
- local dir = player:get_look_dir()
- local yaw = player:get_look_yaw()
- local svertical = player:get_look_vertical()
- if pos and dir and yaw then
- minetest.sound_play(shoot_sound, {player})
- pos.y = pos.y + 1.45
- if has_shell > 0 then
- local shl = minetest.add_entity(pos, shellEnt)
- shl:setvelocity({x=dir.x * -10, y=dir.y * -10, z=dir.z * -10})
- shl:setacceleration({x=dir.x * -5, y= -10, z=dir.z * -5})
- shl:set_rotation({x=0,y=yaw + math.pi,z=-svertical})
- shl:set_properties({
- textures = {shellTexture},
- visual = shellVisual,})
- end
- if smokeSize > 0 then
- minetest.add_particle({
- pos = pos,
- velocity = {x=(dir.x*3)+(math.random(-10,10)/10), y=(dir.y*3)+(math.random(-10,10)/10), z=(dir.z*3)+(math.random(-10,10)/10)} ,
- acceleration = {x=dir.x * -3, y=2, z=dir.z * -3},
- expirationtime = math.random(5,10)/10,
- size = smokeSize,
- collisiondetection = false,
- vertical = false,
- texture = "tnt_smoke.png",
- glow = 5,
- })
- end
- projectiles = projNum or 1
- for i=1,projectiles do
- rndacc = (100 - accuracy) or 0
- local spawnpos_x = pos.x + (math.random(-rndacc,rndacc)/100)
- local spawnpos_y = pos.y + (math.random(-rndacc,rndacc)/100)
- local spawnpos_z = pos.z + (math.random(-rndacc,rndacc)/100)
- local obj = minetest.add_entity({x=spawnpos_x,y=spawnpos_y,z=spawnpos_z}, projEnt)
- local ent = obj:get_luaentity()
- obj:set_properties(
- {textures = {texture},
- visual = visualType,
- collisionbox = {-size,-size,-size, size,size,size},
- glow = proj_glow,}
- )
- ent.owner = player:get_player_name()
- if obj then
- ent.damage = projDmg
- ent.crit = projCrit
- ent.critEffc = projCritEffc
- ent.OnCollision = ColResult
- ent.mobPen = mobPen
- ent.nodePen = nodePen
- ent.dps = dps
- ent.door_break = door_break
- ent.glass_break = glass_break
- ent.skill_value = skill_value
- ent.bullet_particles = bullet_particles
- ent.sparks = sparks
- ent.ignite = ignite
- ent.size = size
- ent.timer = 0 + (combined_velocity/2000)
- ent.wear = proj_wear
- obj:set_velocity({x=dir.x * combined_velocity, y=dir.y * combined_velocity, z=dir.z * combined_velocity})
- acc = ((( 100 - accuracy ) / 10) / skill_value ) or 0
- obj:set_acceleration({x=math.random(-acc,acc), y=math.random(-acc,acc)-gravity, z=math.random(-acc,acc)})
- obj:set_rotation({x=0,y=yaw + math.pi,z=-svertical})
- end end end
- end
- eject_shell = function(itemstack,player,rld_item,rld_time,rldsound,shell)
- itemstack:set_name(rld_item)
- local meta = player:get_meta()
- meta:set_float("rw_cooldown", rld_time)
- local gunMeta = itemstack:get_meta()
- local bulletStack = ItemStack({name = gunMeta:get_string("RW_ammo_name")})
- minetest.sound_play(rldsound, {player})
- local pos = player:get_pos()
- local dir = player:get_look_dir()
- local yaw = player:get_look_yaw()
- 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
- ---------------------------------------------------
- dofile(modpath.."/settings.lua")
- dofile(modpath.."/cooldown_stuff.lua")
- dofile(modpath.."/skills.lua")
- dofile(modpath.."/misc.lua")
- dofile(modpath.."/bullet_knockback.lua")
- dofile(modpath.."/ammo.lua")
- dofile(modpath.."/crafting.lua")
- if rweapons_shurikens == "true" then
- dofile(modpath.."/shurikens.lua")
- end
- if rweapons_handguns == "true" then
- dofile(modpath.."/makarov.lua")
- dofile(modpath.."/luger.lua")
- dofile(modpath.."/beretta.lua")
- dofile(modpath.."/m1991.lua")
- dofile(modpath.."/glock17.lua")
- dofile(modpath.."/deagle.lua")
- end
- if rweapons_forceguns == "true" then
- dofile(modpath.."/forcegun.lua")
- end
- if rweapons_javelins == "true" then
- dofile(modpath.."/javelin.lua")
- end
- if rweapons_power_weapons == "true" then
- dofile(modpath.."/generator.lua")
- dofile(modpath.."/laser_blaster.lua")
- dofile(modpath.."/laser_rifle.lua")
- dofile(modpath.."/laser_shotgun.lua")
- end
- if rweapons_machine_pistols == "true" then
- dofile(modpath.."/tmp.lua")
- dofile(modpath.."/tec9.lua")
- dofile(modpath.."/uzi.lua")
- dofile(modpath.."/kriss_sv.lua")
- end
- if rweapons_shotguns == "true" then
- dofile(modpath.."/remington.lua")
- dofile(modpath.."/spas12.lua")
- dofile(modpath.."/benelli.lua")
- end
- if rweapons_auto_shotguns == "true" then
- dofile(modpath.."/jackhammer.lua")
- dofile(modpath.."/aa12.lua")
- end
- if rweapons_smgs == "true" then
- dofile(modpath.."/mp5.lua")
- dofile(modpath.."/ump.lua")
- dofile(modpath.."/mp40.lua")
- dofile(modpath.."/thompson.lua")
- end
- if rweapons_rifles == "true" then
- dofile(modpath.."/awp.lua")
- dofile(modpath.."/svd.lua")
- dofile(modpath.."/m200.lua")
- end
- if rweapons_heavy_machineguns == "true" then
- dofile(modpath.."/m60.lua")
- dofile(modpath.."/rpk.lua")
- dofile(modpath.."/minigun.lua")
- end
- if rweapons_revolvers == "true" then
- dofile(modpath.."/python.lua")
- dofile(modpath.."/taurus.lua")
- end
- if rweapons_assault_rifles == "true" then
- dofile(modpath.."/m16.lua")
- dofile(modpath.."/g36.lua")
- dofile(modpath.."/ak47.lua")
- dofile(modpath.."/scar.lua")
- end
- if rweapons_explosives == "true" then
- dofile(modpath.."/explosives.lua")
- dofile(modpath.."/m79.lua")
- dofile(modpath.."/milkor.lua")
- dofile(modpath.."/rpg.lua")
- dofile(modpath.."/hand_grenade.lua")
- end
- if rweapons_glass_breaking == "true" then
- dofile(modpath.."/glass_breaking.lua")
- end
- if not minetest.settings:get_bool("glass_breaking") then
- minetest.register_abm({
- nodenames = {"rangedweapons:broken_glass"},
- interval = 1,
- chance = 1,
- action = function(pos, node)
- if minetest.get_node(pos).name == "rangedweapons:broken_glass" then
- node.name = "default:glass"
- minetest.set_node(pos, node)
- end
- end
- })
- end
- local rangedweapons_empty_shell = {
- physical = false,
- timer = 0,
- visual = "wielditem",
- visual_size = {x=0.3, y=0.3},
- textures = {"rangedweapons:shelldrop"},
- lastpos= {},
- collisionbox = {0, 0, 0, 0, 0, 0},
- }
- rangedweapons_empty_shell.on_step = function(self, dtime, pos)
- self.timer = self.timer + dtime
- local pos = self.object:get_pos()
- local node = minetest.get_node(pos)
- if self.lastpos.y ~= nil then
- if minetest.registered_nodes[node.name]~= nil then
- if minetest.registered_nodes[node.name].walkable then
- local vel = self.object:get_velocity()
- local acc = self.object:get_acceleration()
- self.object:set_velocity({x=vel.x*-0.3, y=vel.y*-0.75, z=vel.z*-0.3})
- minetest.sound_play("rangedweapons_shellhit", {pos = self.lastpos, gain = 0.8})
- self.object:set_acceleration({x=acc.x, y=acc.y, z=acc.z})
- end end
- end
- if self.timer > 1.69 then
- minetest.sound_play("rangedweapons_bulletdrop", {pos = self.lastpos, gain = 0.8})
- self.object:remove()
- end
- self.lastpos= {x = pos.x, y = pos.y, z = pos.z}
- end
- minetest.register_entity("rangedweapons:empty_shell", rangedweapons_empty_shell )
- minetest.register_abm({
- nodenames = {"doors:hidden"},
- interval = 1,
- chance = 1,
- action = function(pos, node)
- pos.y = pos.y-1
- if minetest.get_node(pos).name == "air" then
- pos.y = pos.y+1
- node.name = "air"
- minetest.set_node(pos, node)
- end
- end
- })
- minetest.register_on_joinplayer(function(player)
- gunammo =
- player:hud_add({
- hud_elem_type = "text",
- name = "gunammo",
- text = "",
- number = 0xFFFFFF,
- scale = {x = 100, y = 20},
- position = {x = 0.7, y = 0.1},
- offset = {x = 30, y = 100},
- alignment = {x = 0, y = -1}
- })
- gunimg =
- player:hud_add({
- hud_elem_type = "image",
- text = "rangedweapons_empty_icon.png",
- scale = {x = 2, y = 2},
- position = {x = 0.7, y = 0.065},
- offset = {x = 30, y = 100},
- alignment = {x = 0, y = -1}
- })
- ammoimg =
- player:hud_add({
- hud_elem_type = "image",
- text = "rangedweapons_empty_icon.png",
- scale = {x = 1.5, y = 1.5},
- position = {x = 0.725, y = 0.1},
- offset = {x = 30, y = 100},
- alignment = {x = 0, y = -1}
- })
- hit =
- player:hud_add({
- hud_elem_type = "image",
- text = "rangedweapons_empty_icon.png",
- scale = {x = 2, y = 2},
- position = {x = 0.5, y = 0.5},
- offset = {x = 0, y = 0},
- alignment = {x = 0, y = 0}
- })
- scope_hud =
- player:hud_add({
- hud_elem_type = "image",
- position = { x=0.5, y=0.5 },
- scale = { x=-100, y=-100 },
- text = "rangedweapons_empty_icon.png",
- })
- end)
- local timer = 0
- minetest.register_globalstep(function(dtime, player)
- timer = timer + dtime;
- if timer >= 1.0 then
- for _, player in pairs(minetest.get_connected_players()) do
- player:hud_change(hit, "text", "rangedweapons_empty_icon.png")
- timer = 0
- end
- end
- end)
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