Closed raymoo closed 5 years ago
The SHOOTER_ENTITIES thing is really just a remnant of the mod's origin as part of a sub-game since I originally knew exactly which entities were shootable. I like the idea of registering mobs as shootable but that is not going to work unless the respective mods add the registrations. The current system covers most cases and can be customized via the config file or simply modifying global table.
It's possible for an auxiliary mod to just provide shootable entity registrations, though I don't know how many people would go through the trouble of getting a new mod for that. I literally don't know, it's possible that they wouldn't really mind.
There's no reason the current system can't remain alongside a registration system. The current system would just be used for common mods that aren't expected to add shooter as a dependency, and the new one could be used by people planning on having shooter support.
This should no longer be necessary since the current development version now use the MT engine raycasting.
cea4e73199643abd6819ca98de7713919d47f863
That seems orthogonal to this issue, since once you decide an entity is in the way, you still have to decide whether it should get hit by the bullet.
This could be a property set on the luaentity, or it could be a static name that you register. In the second case, registration should not rely on implementation details of this mod (e.g. "there happens to be a global variable called SHOOTER_ENTITIES that shooter reads")