Fix mobs despawning while close to player
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0fe1707c2f
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@ -647,9 +647,9 @@ local item_drop = function(self, cooked, looting_level)
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-- no drops if disabled by setting
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-- no drops if disabled by setting
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if not mobs_drop_items then return end
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if not mobs_drop_items then return end
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looting_level = looting_level or 0
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looting_level = looting_level or 0
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-- no drops for child mobs (except monster)
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-- no drops for child mobs (except monster)
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if (self.child and self.type ~= "monster") then
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if (self.child and self.type ~= "monster") then
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return
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return
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@ -938,7 +938,7 @@ local is_at_cliff_or_danger = function(self)
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return true
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return true
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else
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else
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local def = minetest.registered_nodes[bnode.name]
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local def = minetest.registered_nodes[bnode.name]
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if def and def.walkable then
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if def and def.walkable then
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return false
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return false
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end
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end
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end
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end
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@ -951,7 +951,7 @@ end
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-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
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-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
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local is_at_water_danger = function(self)
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local is_at_water_danger = function(self)
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if not self.object:get_luaentity() then
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if not self.object:get_luaentity() then
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return false
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return false
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end
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end
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@ -976,7 +976,7 @@ local is_at_water_danger = function(self)
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return true
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return true
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else
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else
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local def = minetest.registered_nodes[bnode.name]
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local def = minetest.registered_nodes[bnode.name]
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if def and def.walkable then
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if def and def.walkable then
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return false
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return false
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end
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end
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end
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end
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@ -2350,10 +2350,10 @@ local do_states = function(self, dtime)
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lp = minetest.find_nodes_in_area_under_air(
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lp = minetest.find_nodes_in_area_under_air(
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{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
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{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
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{x = s.x + 5, y = s.y + 1, z = s.z + 5},
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{x = s.x + 5, y = s.y + 1, z = s.z + 5},
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{"group:solid"})
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{"group:solid"})
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lp = #lp > 0 and lp[random(#lp)]
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lp = #lp > 0 and lp[random(#lp)]
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-- did we find land?
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-- did we find land?
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if lp then
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if lp then
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@ -3598,15 +3598,15 @@ local mob_step = function(self, dtime)
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for n = 1, #close_objs do
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for n = 1, #close_objs do
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if close_objs[n]:is_player() then
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if close_objs[n]:is_player() then
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self.lifetimer = 20
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self.lifetimer = 20
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else
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return
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if math.random(1,10) <= 3 then
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minetest.log("action", "Mob "..self.name.." despawns in mob_step at "..minetest.pos_to_string(pos))
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return
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end
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end
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end
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end
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end
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if math.random(1, 10) <= 3 then
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minetest.log("action", "Mob "..self.name.." despawns in mob_step at "..minetest.pos_to_string(pos))
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return
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end
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else
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else
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minetest.log("action", "Mob "..self.name.." despawns in mob_step at "..minetest.pos_to_string(pos))
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minetest.log("action", "Mob "..self.name.." despawns in mob_step at "..minetest.pos_to_string(pos))
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mcl_burning.extinguish(self.object)
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mcl_burning.extinguish(self.object)
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@ -3842,7 +3842,7 @@ minetest.register_entity(name, {
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get_staticdata = function(self)
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get_staticdata = function(self)
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return mob_staticdata(self)
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return mob_staticdata(self)
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end,
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end,
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harmed_by_heal = def.harmed_by_heal,
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harmed_by_heal = def.harmed_by_heal,
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})
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})
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