Add zombie villagers and spiders to the head rotation function
parent
761cb8b366
commit
cbb4c93e0c
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@ -3682,9 +3682,17 @@ local mob_step = function(self, dtime)
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if (mob_yaw < -60 or mob_yaw > 60) and not self.attack 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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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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if self.head_yaw == "y" 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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elseif self.head_yaw == "z" 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, 0, mob_yaw))
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end
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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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if self.head_yaw == "y" 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-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0))
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elseif self.head_yaw == "z" 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-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3))
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end
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end
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end
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elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
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elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 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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@ -3937,6 +3945,7 @@ minetest.register_entity(name, {
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head_yaw_offset = def.head_yaw_offset or 0, -- name of head bone
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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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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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curiosity = def.curiosity or 1, -- factor for staqring at players
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head_yaw = def.head_yaw or "y", -- 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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@ -33,6 +33,12 @@ local spider = {
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textures = {
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textures = {
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{"mobs_mc_spider.png^(mobs_mc_spider_eyes.png^[makealpha:0,0,0)"},
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{"mobs_mc_spider.png^(mobs_mc_spider_eyes.png^[makealpha:0,0,0)"},
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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 = 1,
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curiosity = 10,
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head_yaw="z",
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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 = false,
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makes_footstep_sound = false,
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sounds = {
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sounds = {
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@ -39,13 +39,18 @@ mcl_mobs:register_mob("mobs_mc:villager_zombie", {
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visual = "mesh",
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visual = "mesh",
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mesh = "mobs_mc_villager_zombie.b3d",
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mesh = "mobs_mc_villager_zombie.b3d",
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textures = {
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textures = {
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{"mobs_mc_empty.png", "mobs_mc_zombie_butcher.png", "mobs_mc_empty.png"},
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{"mobs_mc_zombie_butcher.png"},
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{"mobs_mc_empty.png", "mobs_mc_zombie_farmer.png", "mobs_mc_empty.png"},
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{"mobs_mc_zombie_farmer.png"},
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{"mobs_mc_empty.png", "mobs_mc_zombie_librarian.png", "mobs_mc_empty.png"},
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{"mobs_mc_zombie_librarian.png"},
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{"mobs_mc_empty.png", "mobs_mc_zombie_priest.png", "mobs_mc_empty.png"},
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{"mobs_mc_zombie_priest.png"},
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{"mobs_mc_empty.png", "mobs_mc_zombie_smith.png", "mobs_mc_empty.png"},
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{"mobs_mc_zombie_smith.png"},
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{"mobs_mc_empty.png", "mobs_mc_zombie_villager.png", "mobs_mc_empty.png"},
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{"mobs_mc_zombie_villager.png"},
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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 = 2,
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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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damage = 3,
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damage = 3,
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