Make lava/fire wait 2 seconds before destroying items to allow chance for pickup, fix dogs following when sitting, and add some rotation so mobs don't idle at cliffs.
parent
b0dc0ecc9c
commit
b56ae38939
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@ -632,13 +632,16 @@ minetest.register_entity(":__builtin:item", {
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local fg = minetest.get_item_group(nn, "fire")
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local fg = minetest.get_item_group(nn, "fire")
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local dg = minetest.get_item_group(nn, "destroys_items")
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local dg = minetest.get_item_group(nn, "destroys_items")
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if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
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if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
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--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
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if self.age > 2 then
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if dg ~= 2 then
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if dg ~= 2 then
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minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5}, true)
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minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
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end
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end
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self._removed = true
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self._removed = true
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self.object:remove()
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self.object:remove()
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return
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return
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end
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end
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end
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-- Push item out when stuck inside solid opaque node
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-- Push item out when stuck inside solid opaque node
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if def and def.walkable and def.groups and def.groups.opaque == 1 then
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if def and def.walkable and def.groups and def.groups.opaque == 1 then
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@ -2059,6 +2059,7 @@ local follow_flop = function(self)
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or self.order == "follow")
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or self.order == "follow")
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and not self.following
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and not self.following
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and self.state ~= "attack"
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and self.state ~= "attack"
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and self.order ~= "sit"
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and self.state ~= "runaway" then
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and self.state ~= "runaway" then
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local s = self.object:get_pos()
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local s = self.object:get_pos()
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@ -2079,6 +2080,7 @@ local follow_flop = function(self)
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if self.type == "npc"
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if self.type == "npc"
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and self.order == "follow"
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and self.order == "follow"
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and self.state ~= "attack"
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and self.state ~= "attack"
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and self.order ~= "sit"
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and self.owner ~= "" then
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and self.owner ~= "" then
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-- npc stop following player if not owner
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-- npc stop following player if not owner
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@ -2364,6 +2366,8 @@ local do_states = function(self, dtime)
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set_velocity(self, 0)
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set_velocity(self, 0)
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self.state = "stand"
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self.state = "stand"
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set_animation(self, "stand")
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set_animation(self, "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = set_yaw(self, yaw + 0.78, 8)
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else
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else
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set_velocity(self, self.walk_velocity)
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set_velocity(self, self.walk_velocity)
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@ -2390,6 +2394,8 @@ local do_states = function(self, dtime)
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set_velocity(self, 0)
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set_velocity(self, 0)
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self.state = "stand"
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self.state = "stand"
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set_animation(self, "stand")
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set_animation(self, "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = set_yaw(self, yaw + 0.78, 8)
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else
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else
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set_velocity(self, self.run_velocity)
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set_velocity(self, self.run_velocity)
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set_animation(self, "run")
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set_animation(self, "run")
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@ -2622,6 +2628,8 @@ local do_states = function(self, dtime)
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set_velocity(self, 0)
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set_velocity(self, 0)
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set_animation(self, "stand")
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set_animation(self, "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = set_yaw(self, yaw + 0.78, 8)
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else
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else
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if self.path.stuck then
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if self.path.stuck then
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@ -3516,6 +3524,8 @@ local mob_step = function(self, dtime)
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set_velocity(self, 0)
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set_velocity(self, 0)
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self.state = "stand"
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self.state = "stand"
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set_animation(self, "stand")
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set_animation(self, "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = set_yaw(self, yaw + 0.78, 8)
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end
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end
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-- Despawning: when lifetimer expires, remove mob
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-- Despawning: when lifetimer expires, remove mob
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