+ if obj:is_player() then
+ -- currently the engine has no method to set
+ -- player velocity. See #2960
+ -- instead, we knock the player back 1.0 node, and slightly upwards
+ local dir = vector.normalize(vector.subtract(obj_pos, pos))
+ local moveoff = vector.multiply(dir, dist + 1.0)
+ local newpos = vector.add(pos, moveoff)
+ local newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0})
+ obj:setpos(newpos)
+
+ obj:set_hp(obj:get_hp() - damage)
+ else
+ local do_damage = true
+ local do_knockback = true
+ local entity_drops = {}
+ local luaobj = obj:get_luaentity()
+ local objdef = minetest.registered_entities[luaobj.name]
+
+ if objdef and objdef.on_blast then
+ do_damage, do_knockback, entity_drops = objdef.on_blast(luaobj, damage)
+ end
+
+ if do_knockback then
+ local obj_vel = obj:getvelocity()
+ obj:setvelocity(calc_velocity(pos, obj_pos,
+ obj_vel, radius * 10))
+ end
+ if do_damage then
+ if not obj:get_armor_groups().immortal then
+ obj:punch(obj, 1.0, {
+ full_punch_interval = 1.0,
+ damage_groups = {fleshy = damage},
+ }, nil)
+ end
+ end
+ for _, item in ipairs(entity_drops) do
+ add_drop(drops, item)
+ end
+ end