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Fix some mob-related death bugs

objects
Wuzzy 2020-12-05 13:51:29 +01:00
parent 3a28081683
commit cb08062926
1 changed files with 12 additions and 5 deletions

View File

@ -201,7 +201,7 @@ end
-- attack player/mob
local do_attack = function(self, player)
if self.state == "attack" then
if self.state == "attack" or self.state == "die" then
return
end
@ -799,6 +799,9 @@ local check_for_death = function(self, cause, cmi_cause)
collide_with_objects = false,
})
set_velocity(self, 0)
local acc = self.object:get_acceleration()
acc.x, acc.z = 0, 0
self.object:set_acceleration(acc)
local length = 0
-- default death function and die animation (if defined)
@ -819,7 +822,7 @@ local check_for_death = function(self, cause, cmi_cause)
end
-- Remove body after a few seconds and drop stuff
minetest.after(length, function(self)
if not self.object:get_luaentity() then
return
@ -1251,7 +1254,7 @@ local do_jump = function(self)
-- when in air move forward
minetest.after(0.3, function(self, v)
if not self.object or not self.object:get_luaentity() then
if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then
return
end
self.object:set_acceleration({
@ -3303,6 +3306,10 @@ local mob_step = function(self, dtime)
local pos = self.object:get_pos()
local yaw = 0
if mobs_debug then
update_tag(self)
end
-- Despawning: when lifetimer expires, remove mob
if remove_far
and self.can_despawn == true
@ -3334,8 +3341,8 @@ local mob_step = function(self, dtime)
end
end
if mobs_debug then
update_tag(self)
if self.state == "die" then
return
end
if self.jump_sound_cooloff > 0 then