Integrate mob punching into collision detection
parent
6b52b94516
commit
751c4c2d99
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@ -90,7 +90,14 @@ mobs.punch_attack_walk = function(self,dtime)
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if self.punch_timer > 0 then
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self.punch_timer = self.punch_timer - dtime
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end
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end
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print(self.punch_timer)
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mobs.punch_attack = function(self)
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self.attacking: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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self.punch_timer = self.punch_timer_cooloff
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end
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@ -29,6 +29,13 @@ mobs.collision = function(self)
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local collision_count = 0
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local check_for_attack = false
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if self.hostile and self.attacking then
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check_for_attack = true
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end
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for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do
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if object and object ~= self.object and (object:is_player() or object:get_luaentity()._cmi_is_mob == true) then--and
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--don't collide with rider, rider don't collide with thing
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@ -85,6 +92,13 @@ mobs.collision = function(self)
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if object:is_player() then
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vel2 = vector_multiply(vel2, 2.5)
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--integrate mob punching into collision detection
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if check_for_attack and self.punch_timer <= 0 then
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if object == self.attacking then
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mobs.punch_attack(self)
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end
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end
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end
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self.object:add_velocity(vel1)
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