Correct behavior of projectiles sticking in players forcing the projectile to survive
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@ -202,6 +202,8 @@ local function handle_player_sticking(self, entity_def, projectile_def, entity)
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vector.new(self._x_position, self._y_position, random_hit_positions("z", placement)),
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vector.new(0, self._rotation_station + self._y_rotation, self._z_rotation)
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)
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return true
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end
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function mod.burns(self, dtime, entity_def, projectile_def)
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@ -489,8 +491,10 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
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if object:is_player() and projectile_def.damages_players then
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do_damage = true
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handle_player_sticking(self, entity_def, projectile_def, object)
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survive_collision = true
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if handle_player_sticking(self, entity_def, projectile_def, object) then
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-- Force the projectile to survive if it stuck in a player
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survive_collision = true
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end
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elseif object_lua and (object_lua.is_mob or object_lua._hittable_by_projectile) then
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do_damage = true
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end
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