Overhaul arrow register, implement basic blaze, break parts of arrow register for now, remove fallback for detecting players
parent
08c90c34e8
commit
29305f548d
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@ -48,6 +48,9 @@ local math_floor = math.floor
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-- localize vector functions
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local vector_new = vector.new
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local vector_length = vector.length
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local vector_direction = vector.direction
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local vector_normalize = vector.normalize
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local vector_multiply = vector.multiply
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-- mob constants
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local MAX_MOB_NAME_LENGTH = 30
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@ -324,7 +327,7 @@ function mobs:register_mob(name, def)
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attacking = nil,
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visual_size_origin = def.visual_size or {x = 1, y = 1, z = 1},
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punch_timer_cooloff = def.punch_timer_cooloff or 0.5,
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projectile_cooldown = projectile_cooldown or 2,
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projectile_cooldown = def.projectile_cooldown or 2,
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--end j4i stuff
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-- MCL2 extensions
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@ -439,9 +442,13 @@ end -- END mobs:register_mob function
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-- register arrow for shoot attack
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function mobs:register_arrow(name, def)
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if not name or not def then return end -- errorcheck
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-- errorcheck
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if not name or not def then
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print("failed to register arrow entity")
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return
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end
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minetest.register_entity(name, {
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minetest.register_entity(name.."_entity", {
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physical = false,
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visual = def.visual,
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@ -458,15 +465,17 @@ function mobs:register_arrow(name, def)
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switch = 0,
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owner_id = def.owner_id,
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rotate = def.rotate,
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on_punch = function(self)
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local vel = self.object:get_velocity()
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--self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1})
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local pos = self.object:get_pos()
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speed = def.speed or nil,
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on_step = function(self)
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if self.switch == 0
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or self.timer > 150
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or not within_limits(pos, 0) then
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local vel = self.object:get_velocity()
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local pos = self.object:get_pos()
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if self.timer > 150
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or not mobs.within_limits(pos, 0) then
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mcl_burning.extinguish(self.object)
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print("removing 1")
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self.object:remove();
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return
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@ -491,7 +500,7 @@ function mobs:register_arrow(name, def)
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if self.hit_node then
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local node = node_ok(pos).name
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local node = minetest_get_node(pos).name
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if minetest_registered_nodes[node].walkable then
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@ -519,32 +528,42 @@ function mobs:register_arrow(name, def)
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if self.hit_player
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and player:is_player() then
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self.hit_player(self, player)
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mobs.arrow_hit(self, player)
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print("wow everything is fucked")
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self.object:remove();
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return
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end
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--[[
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local entity = player:get_luaentity()
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if entity
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and self.hit_mob
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and entity._cmi_is_mob == true
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and tostring(player) ~= self.owner_id
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and entity.name ~= self.object:get_luaentity().name then
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self.hit_mob(self, player)
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and entity.name ~= self.object:get_luaentity().name
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and (self._shooter and entity.name ~= self._shooter:get_luaentity().name) then
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--self.hit_mob(self, player)
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self.object:remove();
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return
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end
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]]--
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--[[
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if entity
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and self.hit_object
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and (not entity._cmi_is_mob)
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and tostring(player) ~= self.owner_id
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and entity.name ~= self.object:get_luaentity().name then
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self.hit_object(self, player)
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and entity.name ~= self.object:get_luaentity().name
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and (self._shooter and entity.name ~= self._shooter:get_luaentity().name) then
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--self.hit_object(self, player)
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self.object:remove();
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return
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end
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]]--
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end
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end
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@ -338,6 +338,12 @@ ______ _
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local fly_state_list_wandering = {"stand", "fly"}
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local fly_state_switch = function(self, dtime)
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if self.hostile and self.attacking then
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self.state = "attack"
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return
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end
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self.state_timer = self.state_timer - dtime
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if self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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@ -440,6 +446,22 @@ local fly_state_execution = function(self,dtime)
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end
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mobs.set_fly_velocity(self,self.walk_velocity)
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elseif self.state == "attack" then
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--execute mob attack type
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--if self.attack_type == "explode" then
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--mobs.explode_attack_fly(self, dtime)
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--elseif self.attack_type == "punch" then
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--mobs.punch_attack_fly(self,dtime)
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if self.attack_type == "projectile" then
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mobs.projectile_attack_fly(self,dtime)
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end
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end
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else
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--make the mob float
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@ -3,6 +3,17 @@ local minetest_dir_to_yaw = minetest.dir_to_yaw
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local vector_distance = vector.distance
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local vector_multiply = vector.multiply
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--[[
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_ _ _ _
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| | | | | | | |
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| | | | __ _ _ __ __| | | |
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| | | | / _` | '_ \ / _` | | |
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|_| | |___| (_| | | | | (_| | |_|
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(_) \_____/\__,_|_| |_|\__,_| (_)
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]]--
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--[[
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_____ _ _
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| ___| | | | |
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@ -215,4 +226,78 @@ mobs.projectile_attack_walk = function(self,dtime)
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mobs.jump(self)
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end
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end
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--[[
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_ ______ _ _
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| | | ___| | | |
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| | | |_ | |_ _ | |
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| | | _| | | | | | | |
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|_| | | | | |_| | |_|
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(_) \_| |_|\__, | (_)
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__/ |
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|___/
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]]--
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--[[
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______ _ _ _ _
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| ___ \ (_) | | (_) |
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| |_/ / __ ___ _ ___ ___| |_ _| | ___
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| __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \
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| | | | | (_) | | __/ (__| |_| | | __/
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\_| |_| \___/| |\___|\___|\__|_|_|\___|
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_/ |
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|__/
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]]--
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mobs.projectile_attack_fly = function(self, dtime)
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--this needs an exception
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if self.attacking == nil or not self.attacking:is_player() then
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self.attacking = nil
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return
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end
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local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
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if distance_from_attacking >= self.reach then
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mobs.set_yaw_while_attacking(self)
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mobs.set_pitch_while_attacking(self)
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mobs.set_fly_velocity(self, self.run_velocity)
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mobs.set_mob_animation(self,"run")
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else
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mobs.set_yaw_while_attacking(self)
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mobs.set_pitch_while_attacking(self)
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mobs.set_fly_velocity(self, 0)
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mobs.set_mob_animation(self,"stand")
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end
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--do this to not load data into other mobs
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if not self.projectile_timer then
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self.projectile_timer = self.projectile_cooldown
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end
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--run projectile timer
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if self.projectile_timer > 0 then
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self.projectile_timer = self.projectile_timer - dtime
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--shoot
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if self.projectile_timer <= 0 then
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--reset timer
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self.projectile_timer = self.projectile_cooldown
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mobs.shoot_projectile(self)
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end
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end
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end
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@ -1565,25 +1565,7 @@ local function update_roll(self)
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self.object:set_properties({collisionbox = cbox})
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end
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-- check if within physical map limits (-30911 to 30927)
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local within_limits, wmin, wmax = nil, -30913, 30928
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within_limits = function(pos, radius)
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if mcl_vars then
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if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
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wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
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within_limits = function(pos, radius)
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return pos
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and (pos.x - radius) > wmin and (pos.x + radius) < wmax
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and (pos.y - radius) > wmin and (pos.y + radius) < wmax
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and (pos.z - radius) > wmin and (pos.z + radius) < wmax
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end
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end
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end
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return pos
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and (pos.x - radius) > wmin and (pos.x + radius) < wmax
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and (pos.y - radius) > wmin and (pos.y + radius) < wmax
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and (pos.z - radius) > wmin and (pos.z + radius) < wmax
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end
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-- is mob facing a cliff or danger
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local is_at_cliff_or_danger = function(self)
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@ -1661,19 +1643,7 @@ local is_at_water_danger = function(self)
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end
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-- get node but use fallback for nil or unknown
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local node_ok = function(pos, fallback)
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fallback = fallback or mobs.fallback_node
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local node = minetest_get_node_or_nil(pos)
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if node and minetest_registered_nodes[node.name] then
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return node
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end
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return minetest_registered_nodes[fallback]
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end
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-- environmental damage (water, lava, fire, light etc.)
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@ -3,6 +3,8 @@ local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
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local math_random = math.random
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local vector_multiply = vector.multiply
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local vector_direction = vector.direction
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local integer_test = {-1,1}
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mobs.collision = function(self)
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@ -107,4 +109,30 @@ mobs.collision = function(self)
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end
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end
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end
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--this is used for arrow collisions
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mobs.arrow_hit = function(self, player)
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player:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = self._damage}
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}, nil)
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--knockback
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local pos1 = self.object:get_pos()
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pos1.y = 0
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local pos2 = player:get_pos()
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pos2.y = 0
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local dir = vector_direction(pos1,pos2)
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dir = vector_multiply(dir,3)
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if player:get_velocity().y <= 1 then
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dir.y = 5
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end
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player:add_velocity(dir)
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end
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@ -1 +0,0 @@
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--make mobs scan players and check distance then if direct line of sight then add to list and go after whichever one is closer
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@ -4,6 +4,8 @@ local minetest_yaw_to_dir = minetest.yaw_to_dir
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local minetest_get_node = minetest.get_node
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local minetest_get_item_group = minetest.get_item_group
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local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
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local minetest_get_node_or_nil = minetest.get_node_or_nil
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local minetest_registered_nodes = minetest.registered_nodes
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local vector_new = vector.new
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local vector_multiply = vector.multiply
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@ -24,10 +26,6 @@ end
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--a fast function to be able to detect only players without using objects_in_radius
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mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, object_height_adder)
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line_of_sight = line_of_sight or true --fallback line_of_sight
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radius = radius or 10 -- fallback radius
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object_height_adder = object_height_adder or 0 --fallback entity (y height) addition for line of sight
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local pos1 = self.object:get_pos()
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local players_in_area = {}
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local winner_player = nil
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@ -165,4 +163,38 @@ mobs.group_attack_initialization = function(self)
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--end
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end
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end
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end
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-- check if within physical map limits (-30911 to 30927)
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-- within_limits, wmin, wmax = nil, -30913, 30928
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mobs.within_limits = function(pos, radius)
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if mcl_vars then
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if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
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wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
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within_limits = function(pos, radius)
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return pos
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and (pos.x - radius) > wmin and (pos.x + radius) < wmax
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and (pos.y - radius) > wmin and (pos.y + radius) < wmax
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and (pos.z - radius) > wmin and (pos.z + radius) < wmax
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end
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end
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end
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return pos
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and (pos.x - radius) > wmin and (pos.x + radius) < wmax
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and (pos.y - radius) > wmin and (pos.y + radius) < wmax
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and (pos.z - radius) > wmin and (pos.z + radius) < wmax
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end
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-- get node but use fallback for nil or unknown
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mobs.node_ok = function(pos, fallback)
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fallback = fallback or mobs.fallback_node
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local node = minetest_get_node_or_nil(pos)
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if node and minetest_registered_nodes[node.name] then
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return node
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end
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return minetest_registered_nodes[fallback]
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end
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@ -2,14 +2,17 @@ local math_pi = math.pi
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local math_sin = math.sin
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local math_cos = math.cos
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local math_random = math.random
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local HALF_PI = math_pi / 2
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local DOUBLE_PI = math_pi * 2
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-- localize vector functions
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local vector_new = vector.new
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local vector_length = vector.length
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local vector_multiply = vector.multiply
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local vector_distance = vector.distance
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local minetest_yaw_to_dir = minetest.yaw_to_dir
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local minetest_dir_to_yaw = minetest.dir_to_yaw
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local DEFAULT_JUMP_HEIGHT = 5
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local DEFAULT_FLOAT_SPEED = 4
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@ -236,6 +239,27 @@ mobs.set_fly_velocity = function(self, v)
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end
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end
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--a quick and simple pitch calculation between two vector positions
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mobs.calculate_pitch = function(pos1, pos2)
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if pos1 == nil or pos2 == nil then
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return false
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end
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return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos1.x,0,pos1.z),vector_new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI)
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end
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--make mobs fly up or down based on their y difference
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mobs.set_pitch_while_attacking = function(self)
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local pos1 = self.object:get_pos()
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local pos2 = self.attacking:get_pos()
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local pitch = mobs.calculate_pitch(pos2,pos1)
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self.pitch = pitch
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end
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--[[
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___
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@ -18,6 +18,8 @@ mobs:register_mob("mobs_mc:blaze", {
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xp_min = 10,
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xp_max = 10,
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tilt_fly = false,
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hostile = true,
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rotate = 270,
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collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.79, 0.3},
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rotate = -180,
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visual = "mesh",
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@ -36,7 +38,7 @@ mobs:register_mob("mobs_mc:blaze", {
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walk_velocity = .8,
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run_velocity = 1.6,
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damage = 6,
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reach = 2,
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reach = 4, -- don't want blaze getting too close
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pathfinding = 1,
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drops = {
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{name = mobs_mc.items.blaze_rod,
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@ -76,6 +78,13 @@ mobs:register_mob("mobs_mc:blaze", {
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fear_height = 0,
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glow = 14,
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fire_resistant = true,
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eye_height = 0.75,
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shoot_arrow = function(self, pos, dir)
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-- 2-4 damage per arrow
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local dmg = math.random(2,4)
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mcl_bows.shoot_arrow("mobs_mc:blaze_fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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end,
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do_custom = function(self)
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if self.state == "attack" and vector.distance(self.object:get_pos(), self.attack:get_pos()) < 1.2 then
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mcl_burning.set_on_fire(self.attack, 5)
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||||
|
@ -148,6 +157,7 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
|
|||
visual_size = {x = 0.3, y = 0.3},
|
||||
textures = {"mcl_fire_fire_charge.png"},
|
||||
velocity = 15,
|
||||
speed = 5,
|
||||
|
||||
-- Direct hit, no fire... just plenty of pain
|
||||
hit_player = function(self, player)
|
||||
|
@ -180,7 +190,9 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
|
|||
|
||||
-- Node hit, make fire
|
||||
hit_node = function(self, pos, node)
|
||||
if node.name == "air" then
|
||||
if node.name ~= "air" then
|
||||
local pos_above = table.copy(pos)
|
||||
pos_above.y = pos_above.y + 1
|
||||
minetest.set_node(pos_above, {name=mobs_mc.items.fire})
|
||||
else
|
||||
local v = self.object:get_velocity()
|
||||
|
|
Loading…
Reference in New Issue