forked from VoxeLibre/VoxeLibre
Update from master #1
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@ -12,7 +12,7 @@ end
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local function reset_animation(self, animation)
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local function reset_animation(self, animation)
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if not self or not self.object or self.current_animation ~= animation then return end
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if not self or not self.object or self.current_animation ~= animation then return end
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self.current_animation = "stand_reload" -- Mobs Redo won't set the animation unless we do this
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self.current_animation = "stand_reload" -- Mobs Redo won't set the animation unless we do this
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mobs.set_mob_animation(self, animation)
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mcl_mobs.set_mob_animation(self, animation)
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end
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end
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pillager = {
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pillager = {
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@ -135,15 +135,15 @@ pillager = {
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self.object:set_properties(props)
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self.object:set_properties(props)
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local old_anim = self.current_animation
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local old_anim = self.current_animation
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if old_anim == "run" then
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if old_anim == "run" then
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mobs.set_mob_animation(self, "reload_run")
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mcl_mobs.set_mob_animation(self, "reload_run")
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end
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end
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if old_anim == "stand" then
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if old_anim == "stand" then
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mobs.set_mob_animation(self, "reload_stand")
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mcl_mobs.set_mob_animation(self, "reload_stand")
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end
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end
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self.current_animation = old_anim -- Mobs Redo will imediately reset the animation otherwise
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self.current_animation = old_anim -- Mobs Redo will imediately reset the animation otherwise
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minetest.after(1, reload, self)
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minetest.after(1, reload, self)
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minetest.after(2, reset_animation, self, old_anim)
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minetest.after(2, reset_animation, self, old_anim)
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mobs.shoot_projectile_handling(
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mcl_mobs.shoot_projectile_handling(
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"mcl_bows:arrow", pos, dir, self.object:get_yaw(),
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"mcl_bows:arrow", pos, dir, self.object:get_yaw(),
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self.object, 30, math.random(3,4))
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self.object, 30, math.random(3,4))
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