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Switch TNT explosions to use add_player_velocity (#2674)

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sfan5 committed May 10, 2020
1 parent 3f42c6c commit e5b54c6ead1f34acf769288367428d81fb28fa38
Showing with 3 additions and 7 deletions.
  1. +3 −7 mods/tnt/init.lua
@@ -22,7 +22,7 @@ local tnt_radius = tonumber(minetest.settings:get("tnt_radius") or 3)

-- Fill a list with data for content IDs, after all nodes are registered
local cid_data = {}
minetest.after(0, function()
minetest.register_on_mods_loaded(function()
for name, def in pairs(minetest.registered_nodes) do
cid_data[minetest.get_content_id(name)] = {
name = name,
@@ -163,13 +163,9 @@ local function entity_physics(pos, radius, drops)

local damage = (4 / dist) * radius
if obj:is_player() then
-- we knock the player back 1.0 node, and slightly upwards
-- TODO: switch to add_player_velocity() introduced in 5.1
local dir = vector.normalize(vector.subtract(obj_pos, pos))
local moveoff = vector.multiply(dir, dist + 1.0)
local newpos = vector.add(pos, moveoff)
newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0})
obj:set_pos(newpos)
local moveoff = vector.multiply(dir, 2 / dist * radius)
obj:add_player_velocity(moveoff)

obj:set_hp(obj:get_hp() - damage)
else

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