forked from VoxeLibre/VoxeLibre
Remove dead code in mcl_mobs
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1d04b52b5a
commit
9c6f5b3573
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@ -44,7 +44,6 @@ local random = math.random
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local floor = math.floor
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local atan = function(x)
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if not x or x ~= x then
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--error("atan bassed NaN")
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return 0
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else
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return atann(x)
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@ -628,7 +627,6 @@ local do_env_damage = function(self)
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-- what is mob standing in?
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pos.y = pos.y + y_level + 0.25 -- foot level
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self.standing_in = node_ok(pos, "air").name
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-- print ("standing in " .. self.standing_in)
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-- don't fall when on ignore, just stand still
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if self.standing_in == "ignore" then
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@ -735,8 +733,6 @@ local do_jump = function(self)
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local nod = node_ok(pos)
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--print ("standing on:", nod.name, pos.y)
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if minetest.registered_nodes[nod.name].walkable == false then
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return false
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end
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@ -757,8 +753,6 @@ local do_jump = function(self)
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return false
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end
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--print ("in front:", nod.name, pos.y + 0.5)
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if self.walk_chance == 0
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or minetest.registered_items[nod.name].walkable then
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@ -775,11 +769,10 @@ local do_jump = function(self)
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-- when in air move forward
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minetest.after(0.3, function(self, v)
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-- self.object:setvelocity({
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self.object:set_acceleration({
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x = v.x * 2,--1.5,
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x = v.x * 2,
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y = 0,
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z = v.z * 2,--1.5
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z = v.z * 2,
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})
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end, self, v)
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@ -1027,8 +1020,6 @@ local replace = function(self, pos)
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if #minetest.find_nodes_in_area(pos, pos, what) > 0 then
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-- print ("replace node = ".. minetest.get_node(pos).name, pos.y)
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local oldnode = {name = what}
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local newnode = {name = with}
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local on_replace_return
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@ -1151,7 +1142,6 @@ local smart_mobs = function(self, s, p, dist, dtime)
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-- round position to center of node to avoid stuck in walls
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-- also adjust height for player models!
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s.x = floor(s.x + 0.5)
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-- s.y = floor(s.y + 0.5) - sheight
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s.z = floor(s.z + 0.5)
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local ssight, sground = minetest.line_of_sight(s, {
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@ -1172,24 +1162,6 @@ local smart_mobs = function(self, s, p, dist, dtime)
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if self.fear_height ~= 0 then dropheight = self.fear_height end
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self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "A*_noprefetch")
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--[[
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-- show path using particles
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if self.path.way and #self.path.way > 0 then
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print ("-- path length:" .. tonumber(#self.path.way))
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for _,pos in pairs(self.path.way) do
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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 = 1,
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size = 4,
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collisiondetection = false,
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vertical = false,
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texture = "heart.png",
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})
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end
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end
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]]
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self.state = ""
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do_attack(self, self.attack)
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@ -1741,15 +1713,6 @@ local do_states = function(self, dtime)
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set_velocity(self, self.walk_velocity)
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self.state = "walk"
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set_animation(self, "walk")
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--[[ fly up/down randomly for flying mobs
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if self.fly and random(1, 100) <= self.walk_chance then
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local v = self.object:getvelocity()
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local ud = random(-1, 2) / 9
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self.object:setvelocity({x = v.x, y = ud, z = v.z})
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end--]]
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end
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end
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@ -1881,7 +1844,6 @@ local do_states = function(self, dtime)
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or self.attack:get_hp() <= 0
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or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then
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-- print(" ** stop attacking **", dist, self.view_range)
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self.state = "stand"
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set_velocity(self, 0)
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set_animation(self, "stand")
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@ -1920,7 +1882,6 @@ local do_states = function(self, dtime)
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self.timer = 0
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self.blinktimer = 0
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mob_sound(self, self.sounds.fuse)
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-- print ("=== explosion timer started", self.explosion_timer)
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-- stop timer if out of reach or direct line of sight
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elseif self.allow_fuse_reset
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@ -1965,8 +1926,6 @@ local do_states = function(self, dtime)
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self.blinkstatus = not self.blinkstatus
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end
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-- print ("=== explosion timer", self.timer)
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if self.timer > self.explosion_timer then
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local pos = self.object:get_pos()
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@ -2318,11 +2277,6 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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end
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end
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-- mob health check
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-- if self.health <= 0 then
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-- return
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-- end
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-- error checking when mod profiling is enabled
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if not tool_capabilities then
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minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
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@ -2386,8 +2340,6 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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return
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end
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-- print ("Mob Damage is", damage)
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if use_cmi then
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local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage)
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@ -2461,15 +2413,6 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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end
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end
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--[[ add healthy afterglow when hit (can cause hit lag with larger textures)
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core.after(0.1, function()
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self.object:settexturemod("^[colorize:#c9900070")
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core.after(0.3, function()
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self.object:settexturemod("")
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end)
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end) ]]
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-- knock back effect (only on full punch)
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if self.knock_back
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and tflp >= punch_interval then
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@ -2580,8 +2523,6 @@ local mob_staticdata = function(self)
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and not self.tamed
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and self.lifetimer < 20000 then
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--print ("REMOVED " .. self.name)
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self.object:remove()
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return ""-- nil
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@ -2616,7 +2557,6 @@ local mob_staticdata = function(self)
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end
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end
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--print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n')
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return minetest.serialize(tmp)
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end
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@ -2799,9 +2739,6 @@ local mob_step = function(self, dtime)
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end
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end
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-- minetest.log("action",
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-- S("lifetimer expired, removed @1", self.name))
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effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0)
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self.object:remove()
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@ -2926,8 +2863,6 @@ end
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-- default function when mobs are blown up with TNT
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local do_tnt = function(obj, damage)
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--print ("----- Damage", damage)
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obj.object:punch(obj.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = damage},
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@ -3187,7 +3122,6 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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-- is mob actually registered?
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if not mobs.spawning_mobs[name]
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or not minetest.registered_entities[name] then
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--print ("--- mob doesn't exist", name)
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return
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end
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@ -3199,7 +3133,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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-- do not spawn if too many of same mob in area
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if active_object_count_wider >= max_per_block
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or count_mobs(pos, name) >= aoc then
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--print ("--- too many entities", name, aoc, active_object_count_wider)
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-- too many entities
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return
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end
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@ -3211,13 +3145,13 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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if tod > 4500 and tod < 19500 then
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-- daylight, but mob wants night
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if day_toggle == false then
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--print ("--- mob needs night", name)
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-- mob needs night
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return
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end
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else
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-- night time but mob wants day
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if day_toggle == true then
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--print ("--- mob needs day", name)
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-- mob needs day
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return
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end
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end
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@ -3232,7 +3166,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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for n = 1, #objs do
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if objs[n]:is_player() then
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--print ("--- player too close", name)
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-- player too close
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return
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end
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end
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@ -3240,14 +3174,12 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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-- mobs cannot spawn in protected areas when enabled
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if not spawn_protected
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and minetest.is_protected(pos, "") then
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--print ("--- inside protected area", name)
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return
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end
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-- are we spawning within height limits?
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if pos.y > max_height
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or pos.y < min_height then
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--print ("--- height limits not met", name, pos.y)
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return
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end
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@ -3256,7 +3188,6 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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if not light
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or light > max_light
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or light < min_light then
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--print ("--- light limits not met", name, light)
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return
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end
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@ -3269,7 +3200,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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local pos2 = {x = pos.x, y = pos.y + n, z = pos.z}
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if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
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--print ("--- inside block", name, node_ok(pos2).name)
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-- inside block
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return
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end
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end
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@ -3278,11 +3209,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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pos.y = pos.y + 0.5
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local mob = minetest.add_entity(pos, name)
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--[[
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print ("[mobs] Spawned " .. name .. " at "
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.. minetest.pos_to_string(pos) .. " on "
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.. node.name .. " near " .. neighbors[1])
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]]
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if on_spawn then
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local ent = mob:get_luaentity()
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@ -3359,7 +3286,7 @@ function mobs:register_arrow(name, def)
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or self.timer > 150
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or not within_limits(pos, 0) then
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self.object:remove() ; -- print ("removed arrow")
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self.object:remove();
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return
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end
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@ -3398,7 +3325,7 @@ function mobs:register_arrow(name, def)
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minetest.add_item(self.lastpos, self.object:get_luaentity().name)
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end
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self.object:remove() ; -- print ("hit node")
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self.object:remove();
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return
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end
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@ -3412,7 +3339,7 @@ function mobs:register_arrow(name, def)
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and player:is_player() then
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self.hit_player(self, player)
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self.object:remove() ; -- print ("hit player")
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self.object:remove();
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return
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end
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@ -3426,7 +3353,7 @@ function mobs:register_arrow(name, def)
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self.hit_mob(self, player)
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self.object:remove() ; --print ("hit mob")
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self.object:remove();
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return
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end
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@ -155,7 +155,6 @@ function mobs.attach(entity, player)
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mcl_player.player_set_animation(player, "sit" , 30)
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end)
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--player:set_look_yaw(entity.object:get_yaw() - rot_view)
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player:set_look_horizontal(entity.object:get_yaw() - rot_view)
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end
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@ -192,8 +191,6 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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-- process controls
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if entity.driver then
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--print ("---velo", get_v(velo))
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local ctrl = entity.driver:get_player_control()
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-- move forwards
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@ -367,8 +364,6 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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if intensity >= crash_threshold then
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--print("----------- crash", intensity)
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entity.object:punch(entity.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = intensity}
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