From e5b54c6ead1f34acf769288367428d81fb28fa38 Mon Sep 17 00:00:00 2001 From: sfan5 Date: Sun, 10 May 2020 14:10:29 +0200 Subject: [PATCH] Switch TNT explosions to use add_player_velocity (#2674) --- mods/tnt/init.lua | 10 +++------- 1 file changed, 3 insertions(+), 7 deletions(-) diff --git a/mods/tnt/init.lua b/mods/tnt/init.lua index 1e2fb801..21970c60 100644 --- a/mods/tnt/init.lua +++ b/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 -- 2.25.1