Merge pull request 'Fix mobs colliding with each other/players instead of magnetically' (#1495) from jordan4ibanez/MineClone2-MobTweaks:master into mineclone5
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/1495mineclone5
commit
b0c60c69d0
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@ -866,10 +866,12 @@ local check_for_death = function(self, cause, cmi_cause)
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remove_texture_mod(self, "^[colorize:#FF000040")
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remove_texture_mod(self, "^[brighten")
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self.passive = true
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self.object:set_properties({
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pointable = false,
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collide_with_objects = false,
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})
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set_velocity(self, 0)
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local acc = self.object:get_acceleration()
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acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
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@ -3418,7 +3420,6 @@ local mob_activate = function(self, staticdata, def, dtime)
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self.timer = 0
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self.blinktimer = 0
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self.blinkstatus = false
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self.collide_with_objects = false
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-- check existing nametag
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if not self.nametag then
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@ -3907,6 +3908,12 @@ minetest.register_entity(name, {
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on_detach_child = mob_detach_child,
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on_activate = function(self, staticdata, dtime)
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--this is a temporary hack so mobs stop
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--glitching and acting really weird with the
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--default built in engine collision detection
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self.object:set_properties({
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collide_with_objects = false,
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})
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return mob_activate(self, staticdata, def, dtime)
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end,
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@ -4348,11 +4355,11 @@ end
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--todo mob limiting
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--MAIN LOOP
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local timer = 0
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local timer = 15 --0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer >= 15 then
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timer = 0
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timer = 0--15--0
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for _,player in ipairs(minetest.get_connected_players()) do
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for i = 1,math.random(5) do
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local player_pos = player:get_pos()
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@ -4361,6 +4368,7 @@ minetest.register_globalstep(function(dtime)
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local goal_pos = position_calculation(player_pos)
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print(dump(minetest.get_biome_data(goal_pos)))
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local mob_def = spawn_dictionary[dimension][math.random(1,#spawn_dictionary[dimension])]
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