forked from VoxeLibre/VoxeLibre
Merge pull request 'Add in head code elements (disabled for now)' (#1659) from jordan4ibanez/MineClone2:mineclone5 into mineclone5
Reviewed-on: MineClone2/MineClone2#1659
This commit is contained in:
commit
7551f201b9
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@ -368,9 +368,40 @@ function mobs:register_mob(name, def)
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--head code variables
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--defaults are for the cow's default
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--because I don't know what else to set them
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--to :P
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has_head = def.has_head or false,
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head_bone = def.head_bone,
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--you must use these to adjust the mob's head positions
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--has_head is used as a logic gate (quick easy check)
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has_head = def.has_head or false,
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--head_bone is the actual bone in the model which the head
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--is attached to for animation
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head_bone = def.head_bone or "head",
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--this part controls the base position of the head calculations
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--localized to the mob's visual yaw when gotten (self.object:get_yaw())
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--you can enable the debug in /mob_functions/head_logic.lua by uncommenting the
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--particle spawner code
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head_height_offset = def.head_height_offset or 1.0525,
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head_direction_offset = def.head_direction_offset or 0.5,
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--this part controls the visual of the head
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head_bone_pos_y = def.head_bone_pos_y or 3.6,
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head_bone_pos_z = def.head_bone_pos_z or -0.6,
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head_pitch_modifier = def.head_pitch_modifier or 0,
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--these variables are switches in case the model
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--moves the wrong way
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swap_y_with_x = def.swap_y_with_x or false,
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reverse_head_yaw = def.reverse_head_yaw or false,
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--END HEAD CODE VARIABLES
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--end j4i stuff
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-- MCL2 extensions
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@ -832,8 +832,11 @@ mobs.mob_step = function(self, dtime)
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--DEBUG TIME!
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--REMEMBER TO MOVE THIS AFTER DEATH CHECK
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--if self.has_head then
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-- mobs.do_head_logic(self,dtime)
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--end
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@ -855,9 +858,6 @@ mobs.mob_step = function(self, dtime)
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end
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end
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--make it so mobs do not glitch out when walking around/jumping
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mobs.swap_auto_step_height_adjust(self)
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--color modifier which coincides with the pause_timer
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if self.old_health and self.health < self.old_health then
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self.object:set_texture_mod("^[colorize:red:120")
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@ -895,9 +895,6 @@ mobs.mob_step = function(self, dtime)
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mobs.random_sound_handling(self,dtime)
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--mobs drowning mechanic
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if not self.breathes_in_water then
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@ -1112,6 +1109,9 @@ mobs.mob_step = function(self, dtime)
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return false
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end
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--make it so mobs do not glitch out when walking around/jumping
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mobs.swap_auto_step_height_adjust(self)
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-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
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if self.pushable then
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@ -1,12 +1,56 @@
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local vector_new = vector.new
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--converts yaw to degrees
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local degrees = function(yaw)
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return(yaw*180.0/math.pi)
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end
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mobs.do_head_logic = function(self,dtime)
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--local yaw = self.object:get_yaw()
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local player = minetest.get_player_by_name("singleplayer")
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local look_at = player:get_pos()
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look_at.y = look_at.y + player:get_properties().eye_height
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--local bone_pos = vector_new(0,5,0)
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local pos = self.object:get_pos()
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local body_yaw = self.object:get_yaw()
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local body_dir = minetest.yaw_to_dir(body_yaw)
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pos.y = pos.y + self.head_height_offset
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local head_offset = vector.multiply(body_dir, self.head_direction_offset)
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pos = vector.add(pos, head_offset)
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minetest.add_particle({
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pos = pos,
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velocity = {x=0, y=0, z=0},
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acceleration = {x=0, y=0, z=0},
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expirationtime = 0.2,
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size = 1,
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texture = "default_dirt.png",
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})
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local bone_pos = vector_new(0,0,0)
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--(horizontal)
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bone_pos.y = self.head_bone_pos_y
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--(vertical)
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bone_pos.z = self.head_bone_pos_z
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--print(yaw)
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@ -15,8 +59,53 @@ mobs.do_head_logic = function(self,dtime)
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--bone_rot.x = bone_rot.x + (dtime * 10)
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--bone_rot.z = bone_rot.z + (dtime * 10)
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--self.object:set_bone_position("head", bone_pos, bone_rot)
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local head_yaw
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head_yaw = minetest.dir_to_yaw(vector.direction(pos,look_at)) - body_yaw
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if self.reverse_head_yaw then
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head_yaw = head_yaw * -1
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end
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--over rotation protection
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--stops radians from going out of spec
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if head_yaw > math.pi then
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head_yaw = head_yaw - (math.pi * 2)
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elseif head_yaw < -math.pi then
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head_yaw = head_yaw + (math.pi * 2)
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end
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local check_failed = false
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--upper check + 90 degrees or upper math.radians (3.14/2)
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if head_yaw > math.pi - (math.pi/2) then
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head_yaw = 0
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check_failed = true
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--lower check - 90 degrees or lower negative math.radians (-3.14/2)
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elseif head_yaw < -math.pi + (math.pi/2) then
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head_yaw = 0
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check_failed = true
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end
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local head_pitch = 0
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--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
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--head_yaw = 0
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--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
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if not check_failed then
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head_pitch = minetest.dir_to_yaw(vector.new(vector.distance(vector.new(pos.x,0,pos.z),vector.new(look_at.x,0,look_at.z)),0,pos.y-look_at.y))+(math.pi/2)
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end
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if self.head_pitch_modifier then
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head_pitch = head_pitch + self.head_pitch_modifier
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end
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if self.swap_y_with_x then
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self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),degrees(head_yaw),0))
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else
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self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),0,degrees(head_yaw)))
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end
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--set_bone_position([bone, position, rotation])
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@ -110,6 +110,21 @@ mobs:register_mob("mobs_mc:chicken", {
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}, true)
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end,
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--head code
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has_head = true,
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head_bone = "head",
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swap_y_with_x = false,
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reverse_head_yaw = false,
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head_bone_pos_y = 1.675,
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head_bone_pos_z = 0,
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head_height_offset = 0.55,
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head_direction_offset = 0.0925,
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head_pitch_modifier = -math.pi/2,
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--end head code
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})
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--spawn
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@ -84,6 +84,21 @@ local cow_def = {
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follow = mobs_mc.items.wheat,
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view_range = 10,
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fear_height = 4,
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--head code
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has_head = true,
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head_bone = "head",
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swap_y_with_x = false,
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reverse_head_yaw = false,
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head_bone_pos_y = 3.6,
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head_bone_pos_z = -0.6,
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head_height_offset = 1.0525,
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head_direction_offset = 0.5,
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head_pitch_modifier = 0,
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--end head code
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}
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mobs:register_mob("mobs_mc:cow", cow_def)
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@ -53,6 +53,21 @@ mobs:register_mob("mobs_mc:creeper", {
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allow_fuse_reset = true,
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stop_to_explode = true,
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--head code
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has_head = true,
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head_bone = "head",
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swap_y_with_x = true,
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reverse_head_yaw = true,
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head_bone_pos_y = 2.4,
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head_bone_pos_z = 0,
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head_height_offset = 1.1,
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head_direction_offset = 0,
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head_pitch_modifier = 0,
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--end head code
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-- Force-ignite creeper with flint and steel and explode after 1.5 seconds.
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-- TODO: Make creeper flash after doing this as well.
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-- TODO: Test and debug this code.
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@ -224,6 +224,22 @@ mobs:register_mob("mobs_mc:enderman", {
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max = 1,
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looting = "common"},
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},
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--head code
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has_head = false,
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head_bone = "head.low",
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swap_y_with_x = false,
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reverse_head_yaw = false,
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head_bone_pos_y = 2.4,
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head_bone_pos_z = 0,
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head_height_offset = 1.1,
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head_direction_offset = 0,
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head_pitch_modifier = 0,
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--end head code
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animation = select_enderman_animation("normal"),
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_taken_node = "",
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do_custom = function(self, dtime)
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@ -19,6 +19,22 @@ mobs:register_mob("mobs_mc:pig", {
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"mobs_mc_pig.png", -- base
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"blank.png", -- saddle
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}},
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--head code
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has_head = true,
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head_bone = "head",
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swap_y_with_x = false,
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reverse_head_yaw = false,
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head_bone_pos_y = 2.4,
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head_bone_pos_z = 0,
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head_height_offset = 1.1,
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head_direction_offset = 0,
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head_pitch_modifier = 0,
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--end head code
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visual_size = {x=2.5, y=2.5},
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makes_footstep_sound = true,
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walk_velocity = 1,
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@ -78,6 +78,22 @@ mobs:register_mob("mobs_mc:sheep", {
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makes_footstep_sound = true,
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walk_velocity = 1,
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run_velocity = 3,
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--head code
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has_head = true,
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head_bone = "head",
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swap_y_with_x = false,
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reverse_head_yaw = false,
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head_bone_pos_y = 3.6,
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head_bone_pos_z = -0.6,
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head_height_offset = 1.0525,
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head_direction_offset = 0.5,
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head_pitch_modifier = 0,
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--end head code
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drops = {
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{name = mobs_mc.items.mutton_raw,
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chance = 1,
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@ -34,6 +34,22 @@ local skeleton = {
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"mcl_bows_bow_0.png", -- bow
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"mobs_mc_skeleton.png", -- skeleton
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} },
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--head code
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has_head = false,
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head_bone = "head",
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swap_y_with_x = true,
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reverse_head_yaw = true,
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head_bone_pos_y = 2.4,
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head_bone_pos_z = 0,
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head_height_offset = 1.1,
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head_direction_offset = 0,
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head_pitch_modifier = 0,
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--end head code
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visual_size = {x=1, y=1},
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makes_footstep_sound = true,
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textures = {
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@ -30,6 +30,22 @@ local wolf = {
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rotate = 270,
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passive = false,
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group_attack = true,
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--head code
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has_head = false,
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head_bone = "head",
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swap_y_with_x = false,
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reverse_head_yaw = false,
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head_bone_pos_y = 3.6,
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head_bone_pos_z = -0.6,
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head_height_offset = 1.0525,
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head_direction_offset = 0.5,
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head_pitch_modifier = 0,
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--end head code
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collisionbox = {-0.3, -0.00, -0.3, 0.3, 0.85, 0.3},
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visual = "mesh",
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mesh = "mobs_mc_wolf.b3d",
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@ -75,6 +75,22 @@ local zombie = {
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damage = "mobs_mc_zombie_hurt",
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distance = 16,
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},
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--head code
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has_head = false,
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head_bone = "Head",
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swap_y_with_x = true,
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reverse_head_yaw = true,
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head_bone_pos_y = 2.4,
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head_bone_pos_z = 0,
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head_height_offset = 1.1,
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head_direction_offset = 0,
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head_pitch_modifier = 0,
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--end head code
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eye_height = 1.65,
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walk_velocity = 1,
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run_velocity = 3.5,
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@ -43,6 +43,22 @@ local pigman = {
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damage = "mobs_mc_zombiepig_hurt",
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distance = 16,
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},
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--head code
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has_head = false,
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head_bone = "head",
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swap_y_with_x = true,
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reverse_head_yaw = true,
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head_bone_pos_y = 2.4,
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head_bone_pos_z = 0,
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head_height_offset = 1.1,
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head_direction_offset = 0,
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head_pitch_modifier = 0,
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--end head code
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jump = true,
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makes_footstep_sound = true,
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walk_velocity = .8,
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@ -168,11 +168,13 @@ minetest.register_globalstep(function(dtime)
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local c_x, c_y = unpack(player_collision(player))
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--[[
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if player_velocity.x + player_velocity.y < .5 and c_x + c_y > 0 then
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local add_velocity = player.add_player_velocity or player.add_velocity
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add_velocity(player, {x = c_x, y = 0, z = c_y})
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player_velocity = player:get_velocity() or player:get_player_velocity()
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end
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]]--
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-- control head bone
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local pitch = - degrees(player:get_look_vertical())
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