function mcl_mobs.mob:env_step() self:fall_damage_step() if not self.def.breathes_in_water then self:breath_step() end mcl_burning.tick(self.object, dtime, self.data) if self.dead then return false end if self.def.ignited_by_sunlight then self:sunlight_step() end if not self.def.unpushable then self:collision_step() end return true end