--Parameters used by some weapons local default_dir = { x = 1, y = 1, z = 1, } --Function used to shoot: local function weapons_shot(itemstack, placer, pointed_thing, velocity, name) local dir = placer:get_look_dir(); local playerpos = placer:getpos(); local obj = minetest.env:add_entity({x=playerpos.x+0+dir.x,y=playerpos.y+2+dir.y,z=playerpos.z+0+dir.z}, "nssm:"..name) local vec = {x=dir.x*velocity,y=dir.y*velocity,z=dir.z*velocity} obj:setvelocity(vec) return itemstack end local function hit(pos, self) local node = node_ok(pos).name self.hit_node(self, pos, node) self.object:remove() return end local function activate_balls(pos) local radius = 50 local objects = minetest.env:get_objects_inside_radius(pos, radius) for _,obj in ipairs(objects) do if (obj:get_luaentity() and obj:get_luaentity().name == "nssm:hellzone_grenade") then obj:get_luaentity().move = 1 end end end local function search_on_step2( self, dtime, --used to count time max_time, --after this amount of time the entity is removec radius, --radius in which look for entities to follow vel) --velocity of the projectile local pos = self.object:getpos() --Disappear after a certain time if self.life_time == 0 then self.life_time = os.time() end if os.time() - self.life_time > max_time then self.object:remove() return end --Look for an entity to follow local objects = minetest.env:get_objects_inside_radius(pos, radius) local min_dist = 100 local obj_min = nil local obj_p = nil local vec_min = nil for _,obj in ipairs(objects) do if (obj:is_player()) then elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item" and obj:get_luaentity().name ~= self.object:get_luaentity().name) then obj_p = obj:getpos() local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z} local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5 if (dist max_time then self.object:remove() return end --Look for an entity to follow local objects = minetest.env:get_objects_inside_radius(pos, radius) local min_dist = 100 local obj_min = nil local obj_p = nil local vec_min = nil for _,obj in ipairs(objects) do if (obj:is_player()) then elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item" and obj:get_luaentity().name ~= self.object:get_luaentity().name) then obj_p = obj:getpos() local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z} local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5 if (dist max_time then local node = node_ok(pos).name self.hit_node(self, pos, node) self.object:remove() return end self.timer = self.timer + dtime --minetest.chat_send_all("Timer: "..self.timer) --while going around it damages entities local objects = minetest.env:get_objects_inside_radius(pos, 2) if self.timer > 0.1 then self.timer = 0 for _,obj in ipairs(objects) do if obj:get_luaentity() then if (obj:get_entity_name() ~= self.object:get_luaentity().name) and (obj:get_luaentity().name ~= "__builtin:item") then if obj:is_player() then obj:set_hp(obj:get_hp()-damage) elseif obj:get_luaentity().health then obj:get_luaentity().health = obj:get_luaentity().health - damage --minetest.chat_send_all("Danneggiato: "..obj:get_entity_name().." Vita: "..obj:get_luaentity().health) check_for_death(obj:get_luaentity()) end end end end end local n = minetest.env:get_node(pos).name if n==not_transparent or minetest.get_item_group(n, not_transparent)==1 then local node = node_ok(pos).name self.hit_node(self, pos, node) self.object:remove() return else local vec = self.object:getvelocity() local c=vel/10 --calculate how many blocks around need to be removed local max = 0 local posmax = 0 if max 60 then self.object:remove() return end --Look for an entity to follow local objects = minetest.env:get_objects_inside_radius(pos, 20) local min_dist = 100 local obj_min = nil local obj_p = nil local vec_min = nil for _,obj in ipairs(objects) do if (obj:is_player()) then elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item" and obj:get_luaentity().name ~= self.object:get_luaentity().name) then obj_p = obj:getpos() local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z} local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5 if (dist 60 then self.object:remove() return end if self.custom_timer == 0 then self.custom_timer = os.time() end if last_pos == nil or (last_pos ~= nil and last_pos ~= pos) then minetest.set_node(pos, {name="nssm:invisible_light"}) if last_pos ~= nil then minetest.set_node(last_pos, {name="air"}) end last_pos = pos end --Look for an entity to follow local objects = minetest.env:get_objects_inside_radius(pos, 20) local min_dist = 100 local obj_min = nil local obj_p = nil local vec_min = nil for _,obj in ipairs(objects) do if (obj:is_player()) then elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item" and obj:get_luaentity().name ~= self.object:get_luaentity().name) then obj_p = obj:getpos() local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z} local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5 if (dist