Remove obsolete work-around code
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@ -289,20 +289,14 @@ function minetest.calculate_knockback(player, hitter, time_from_last_punch, tool
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local v = player:get_velocity()
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local v = player:get_velocity()
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local invul = player:get_meta():get_int("mcl_damage:invulnerable")
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local invul = player:get_meta():get_int("mcl_damage:invulnerable")
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if v and v.y <= 0.01 and v.y >= -0.01 and invul == 0 then
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if v and v.y <= 0.01 and v.y >= -0.01 and invul == 0 then
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if dir.y <= 0.3 then
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local regular_v = 6.4
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local regular_v = 6.4
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local enchant_v = 7
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local enchant_v = 7
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regular_v = regular_v * math.abs(dir.y - 1)
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if dir.y <= 0.27 then
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enchant_v = enchant_v * math.abs(dir.y - 1)
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regular_v = regular_v * math.abs(dir.y - 1)
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if enchant == 0 then
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enchant_v = enchant_v * math.abs(dir.y - 1)
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player:add_velocity({x = 0, y = regular_v, z = 0})
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end
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else
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if enchant == 0 then
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player:add_velocity({x = 0, y = enchant_v, z = 0})
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player:add_velocity({x = 0, y = regular_v, z = 0})
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else
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player:add_velocity({x = 0, y = enchant_v, z = 0})
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end
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elseif dir.y <= 0.44 and dir.y > 0.3 and enchant > 0 then
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knockback = knockback + 3
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end
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end
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-- add minimum knockback
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-- add minimum knockback
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if knockback <= 1.5 then
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if knockback <= 1.5 then
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@ -317,10 +311,6 @@ function minetest.calculate_knockback(player, hitter, time_from_last_punch, tool
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if dir_dot > 0 and player_mag <= hitter_mag * 0.625 then
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if dir_dot > 0 and player_mag <= hitter_mag * 0.625 then
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knockback = knockback + hitter_mag * 0.6875
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knockback = knockback + hitter_mag * 0.6875
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end
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end
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-- add vertical knockback limit on angled hit
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if knockback > 6.275 and dir.y >= 0.3 and v.y == 0 and enchant == 0 then
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knockback = 6.275
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end
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-- remove knockback if invulnerable
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-- remove knockback if invulnerable
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if invul > 0 then
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if invul > 0 then
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knockback = 0
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knockback = 0
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