Make mobs walk up stairs/slabs properly, yet not glitch out when jumping over solid nodes
parent
df364eed28
commit
a3ff108cd4
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@ -200,6 +200,7 @@ function mobs:register_mob(name, def)
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use_texture_alpha = def.use_texture_alpha,
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stepheight = def.stepheight or 0.6,
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stepheight_backup = def.stepheight or 0.6,
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name = name,
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type = def.type,
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attack_type = def.attack_type,
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@ -822,7 +822,7 @@ mobs.mob_step = function(self, dtime)
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--DEBUG TIME!
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mobs.do_head_logic(self)
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--mobs.do_head_logic(self,dtime)
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@ -844,6 +844,9 @@ mobs.mob_step = function(self, dtime)
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end
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end
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--make it so mobs do not glitch out when walking around/jumping
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mobs.swap_auto_step_height_adjust(self)
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--color modifier which coincides with the pause_timer
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if self.old_health and self.health < self.old_health then
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self.object:set_texture_mod("^[colorize:red:120")
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@ -1,8 +1,23 @@
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mobs.do_head_logic = function(self)
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local yaw = self.object:get_yaw()
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local vector_new = vector.new
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mobs.do_head_logic = function(self,dtime)
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--local yaw = self.object:get_yaw()
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--local bone_pos = vector_new(0,5,0)
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--print(yaw)
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--local _, bone_rot = self.object:get_bone_position("head")
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--bone_rot.x = bone_rot.x + (dtime * 10)
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--bone_rot.z = bone_rot.z + (dtime * 10)
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--self.object:set_bone_position("head", bone_pos, bone_rot)
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--set_bone_position([bone, position, rotation])
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end
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@ -376,4 +376,16 @@ mobs.jump_move = function(self, velocity)
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if vector_length(new_velocity_addition) >= 0.0001 then
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self.object:add_velocity(new_velocity_addition)
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end
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end
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--make it so mobs do not glitch out and freak out
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--when moving around over nodes
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mobs.swap_auto_step_height_adjust = function(self)
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local y_vel = self.object:get_velocity().y
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if y_vel == 0 and self.stepheight ~= self.stepheight_backup then
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self.stepheight = self.stepheight_backup
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elseif y_vel ~= 0 and self.stepheight ~= 0 then
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self.stepheight = 0
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end
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end
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