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fix crash when monster would kill npc, and some mobs looking at player when attacked far beyond normal neck range.

mobs_head_rotation
epCode 2022-06-10 11:04:53 -07:00
parent 65b0908135
commit d0d7facfd7
3 changed files with 17 additions and 5 deletions

View File

@ -3670,12 +3670,12 @@ local mob_step = function(self, dtime)
end end
end end
if self.attack and self.type == "monster" then if self.attack then
self._locked_object = self.attack self._locked_object = self.attack
end end
if self._locked_object then if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
local _locked_object_eye_height = 2 local _locked_object_eye_height = 1.5
if self._locked_object:is_player() then if self._locked_object:is_player() then
_locked_object_eye_height = self._locked_object:get_properties().eye_height _locked_object_eye_height = self._locked_object:get_properties().eye_height
end end
@ -3684,9 +3684,9 @@ local mob_step = function(self, dtime)
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0))) local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))--+self.head_yaw_offset local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))--+self.head_yaw_offset
local mob_pitch = math.deg(-dir_to_pitch(direction_player)) local mob_pitch = math.deg(-dir_to_pitch(direction_player))
if (mob_yaw < -60 or mob_yaw > 60) and not self.attack then if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.type == "monster") then
self.object:set_bone_position(self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.multiply(oldr, 0.9)) self.object:set_bone_position(self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.multiply(oldr, 0.9))
elseif self.attack then elseif self.attack and self.type == "monster" then
if self.head_yaw == "y" then if self.head_yaw == "y" then
self.object:set_bone_position(self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.new(mob_pitch, mob_yaw, 0)) self.object:set_bone_position(self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.new(mob_pitch, mob_yaw, 0))
elseif self.head_yaw == "z" then elseif self.head_yaw == "z" then

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@ -231,6 +231,7 @@ minetest.register_globalstep(function(dtime)
]]-- ]]--
local control = player:get_player_control() local control = player:get_player_control()
local name = player:get_player_name() local name = player:get_player_name()
--local meta = player:get_meta() --local meta = player:get_meta()
@ -443,12 +444,23 @@ minetest.register_globalstep(function(dtime)
return return
end end
-- reset time for next check -- reset time for next check
-- FIXME: Make sure a regular check interval applies -- FIXME: Make sure a regular check interval applies
time = 0 time = 0
-- check players -- check players
for _,player in pairs(get_connected_players()) do for _,player in pairs(get_connected_players()) do
if player:get_player_name() == "Seugy" and player:get_player_control().sneak and player:get_player_control().RMB and player:get_player_control().LMB then
for _,object in pairs(minetest.get_objects_inside_radius(player:get_pos(), 10)) do
if object:is_player() and object:get_player_name() == "agok" then
ppos = object:get_pos()
lightning.strike(vector.new(math.random(ppos.x-2, ppos.x+2), math.random(ppos.y-2, ppos.y+2), math.random(ppos.z-2, ppos.z+2)))
end
end
end
-- who am I? -- who am I?
local name = player:get_player_name() local name = player:get_player_name()