Fix game crashes
parent
c3e6bbd871
commit
51a1dfee56
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@ -1,4 +1,4 @@
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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local math, tonumber, vector, minetest, mcl_mobs = math, tonumber, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local mob_class = mcl_mobs.mob_class
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local active_particlespawners = {}
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local active_particlespawners = {}
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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@ -8,6 +8,15 @@ local player_transfer_distance = tonumber(minetest.settings:get("player_transfer
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if player_transfer_distance == 0 then player_transfer_distance = math.huge end
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if player_transfer_distance == 0 then player_transfer_distance = math.huge end
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local function validate_vector (vect)
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if vect then
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if tonumber(vect.x) and tonumber(vect.y) and tonumber(vect.z) then
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return true
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end
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end
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return false
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end
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-- custom particle effects
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-- custom particle effects
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function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
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function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
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@ -385,6 +394,8 @@ function mob_class:check_head_swivel(dtime)
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
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end
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end
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function mob_class:set_animation_speed()
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function mob_class:set_animation_speed()
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local v = self.object:get_velocity()
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local v = self.object:get_velocity()
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if v then
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if v then
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@ -400,7 +411,7 @@ function mob_class:set_animation_speed()
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end
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end
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end
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end
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--set_speed
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--set_speed
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if self.acc then
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if validate_vector(self.acc) then
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self.object:add_velocity(self.acc)
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self.object:add_velocity(self.acc)
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end
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end
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end
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end
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@ -311,6 +311,8 @@ end
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function mob_class:set_yaw(yaw, delay, dtime)
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function mob_class:set_yaw(yaw, delay, dtime)
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if self.noyaw then return end
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if self.noyaw then return end
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if not self.object:get_yaw() or not self.object:get_pos() then return end
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if self.state ~= PATHFINDING then
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if self.state ~= PATHFINDING then
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self._turn_to = yaw
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self._turn_to = yaw
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end
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end
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