Make Zombie model and head rotation work
parent
36ddec9812
commit
b991bb5291
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@ -3656,26 +3656,33 @@ local mob_step = function(self, dtime)
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local oldp,oldr = self.object:get_bone_position(self.head_swivel)
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local oldp,oldr = self.object:get_bone_position(self.head_swivel)
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do
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if obj:is_player() then
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if obj:is_player() and not self.attack then
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if not self._locked_object then
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if not self._locked_object then
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if math.random(50) == 1 then
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if math.random(50/self.curiosity) == 1 then
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self._locked_object = obj
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self._locked_object = obj
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end
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end
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else
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else
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if math.random(200) == 1 then
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if math.random(200*self.curiosity) == 1 then
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self._locked_object = nil
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self._locked_object = nil
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end
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end
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end
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end
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end
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end
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end
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end
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if self.attack then
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self._locked_object = self.attack
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end
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if self._locked_object then
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if self._locked_object then
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local self_rot = self.object:get_rotation()
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local player_pos = self._locked_object:get_pos()
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local player_pos = self._locked_object:get_pos()
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local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.bone_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, self._locked_object:get_properties().eye_height, 0)))
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local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.bone_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, self._locked_object:get_properties().eye_height, 0)))
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local mob_yaw = math.deg(-(-self.object:get_rotation().y-(-minetest.dir_to_yaw(direction_player))))
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local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))--+self.head_yaw_offset
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local mob_pitch = math.deg(-dir_to_pitch(direction_player))
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local mob_pitch = math.deg(-dir_to_pitch(direction_player))
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if mob_yaw < -60 or mob_yaw > 60 then
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if (mob_yaw < -60 or mob_yaw > 60) and not self.attack then
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self.object:set_bone_position(self.head_swivel, vector.new(0,self.bone_eye_height,0), vector.multiply(oldr, 0.9))
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self.object:set_bone_position(self.head_swivel, vector.new(0,self.bone_eye_height,0), vector.multiply(oldr, 0.9))
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elseif self.attack then
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self.object:set_bone_position(self.head_swivel, vector.new(0,self.bone_eye_height,0), vector.new(mob_pitch, mob_yaw, 0))
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else
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else
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self.object:set_bone_position(self.head_swivel, vector.new(0,self.bone_eye_height,0), vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0))
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self.object:set_bone_position(self.head_swivel, vector.new(0,self.bone_eye_height,0), vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0))
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end
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end
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@ -3926,8 +3933,10 @@ end
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minetest.register_entity(name, {
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minetest.register_entity(name, {
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use_texture_alpha = def.use_texture_alpha,
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use_texture_alpha = def.use_texture_alpha,
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head_swivel = def.head_swivel or nil,
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head_swivel = def.head_swivel or nil, -- name of head bone
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bone_eye_height = def.bone_eye_height or 1.4,
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head_yaw_offset = def.head_yaw_offset or 0, -- name of head bone
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bone_eye_height = def.bone_eye_height or 1.4, -- mob eye height
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curiosity = def.curiosity or 1, -- factor for staqring at players
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stepheight = def.stepheight or 0.6,
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stepheight = def.stepheight or 0.6,
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name = name,
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name = name,
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description = def.description,
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description = def.description,
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Binary file not shown.
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@ -1221,6 +1221,7 @@ mcl_mobs:register_mob("mobs_mc:villager", {
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--EXPERIMENTAL
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--EXPERIMENTAL
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head_swivel = "Head_Control",
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head_swivel = "Head_Control",
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bone_eye_height = 2.35,
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bone_eye_height = 2.35,
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curiosity = 10,
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-------------------------------
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-------------------------------
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visual_size = {x=2.75, y=2.75},
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visual_size = {x=2.75, y=2.75},
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makes_footstep_sound = true,
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makes_footstep_sound = true,
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@ -60,11 +60,16 @@ local zombie = {
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mesh = "mobs_mc_zombie.b3d",
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mesh = "mobs_mc_zombie.b3d",
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textures = {
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textures = {
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{
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{
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"mobs_mc_empty.png", -- armor
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"mobs_mc_zombie.png", -- skin
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"mobs_mc_zombie.png", -- texture
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"mcl_armor_chestplate_diamond.png", -- armor
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"mobs_mc_empty.png", -- wielded_item
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"mobs_mc_empty.png", -- wielded item
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}
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}
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},
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},
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--EXPERIMENTAL
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head_swivel = "Head_Control",
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bone_eye_height = 2.35,
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curiosity = .1,
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-------------------------------
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visual_size = {x=3, y=3},
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visual_size = {x=3, y=3},
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makes_footstep_sound = true,
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makes_footstep_sound = true,
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sounds = {
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sounds = {
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