some more cleanups, from code review
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@ -224,12 +224,12 @@ function mob_class:mob_activate(staticdata, def, dtime)
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self._current_animation = nil
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self:set_animation("stand")
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if self.riden_by_jock then --- Keep this function before self.on_spawn() is run.
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if self.riden_by_jock then --- Keep this function before self:on_spawn()
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self.object:remove()
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return
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end
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if self.on_spawn and not self.on_spawn_run and self.on_spawn(self) then self.on_spawn_run = true end
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if self.on_spawn and not self.on_spawn_run and self:on_spawn() then self.on_spawn_run = true end
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if not self.wears_armor and self.armor_list then self.armor_list = nil end
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@ -401,10 +401,7 @@ end
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-- dogshoot attack switch and counter function
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function mob_class:dogswitch(dtime)
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-- switch mode not activated
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if not self.dogshoot_switch
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or not dtime then
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return 0
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end
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if not self.dogshoot_switch or not dtime then return 0 end
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self.dogshoot_count = self.dogshoot_count + dtime
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@ -604,8 +601,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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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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if self.knock_back and tflp >= punch_interval then
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-- direction error check
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dir = dir or vector_zero()
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@ -645,7 +641,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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kb = kb + luaentity._knockback * 0.25
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end
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self._kb_turn = true
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self._turn_to=self.object:get_yaw()-1.57
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self:turn_by(HALFPI, .1) -- knockback turn
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self.frame_speed_multiplier=2.3
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if self.animation.run_end then
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self:set_animation("run")
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@ -813,7 +809,7 @@ function mob_class:do_states_attack (dtime)
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if self.attack_type == "explode" then
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if target_line_of_sight then
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self:turn_in_direction(p.x - s.x, p.z - s.z, 1, dtime)
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self:turn_in_direction(p.x - s.x, p.z - s.z, 1)
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end
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local node_break_radius = self.explosion_radius or 1
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@ -932,7 +928,7 @@ function mob_class:do_states_attack (dtime)
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p = vector_copy(p1)
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end
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self:turn_in_direction(p.x - s.x, p.z - s.z, 1, dtime)
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self:turn_in_direction(p.x - s.x, p.z - s.z, 1)
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-- move towards enemy if beyond mob reach
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if dist > self.reach then
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@ -1004,7 +1000,7 @@ function mob_class:do_states_attack (dtime)
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or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
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local vec = vector_new(p.x - s.x, p.y - s.y - 1, p.z - s.z)
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local dist = (vec.x*vec.x + vec.y*vec.y + vec.z*vec.z)^0.5
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self:turn_in_direction(vec.x, vec.z, 1, dtime)
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self:turn_in_direction(vec.x, vec.z, 1)
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if self.strafes then
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if not self.strafe_direction then self.strafe_direction = HALFPI end
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@ -247,17 +247,21 @@ function mob_class:update_roll()
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end
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-- Relative turn, primarily for random turning
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-- @param dtime deprecated: ignored now, because of smooth rotations
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function mob_class:turn_by(angle, delay, dtime)
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return self:set_yaw((self.object:get_yaw() or 0) + angle, delay, dtime)
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end
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-- Turn into a direction (e.g., to the player, or away)
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-- @param dtime deprecated: ignored now, because of smooth rotations
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function mob_class:turn_in_direction(dx, dz, delay, dtime)
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if abs(dx) == 0 and abs(dz) == 0 then return self.object:get_yaw() + self.rotate end
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return self:set_yaw(-atan2(dx, dz) - self.rotate, delay, dtime)
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end
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-- set and return valid yaw
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function mob_class:set_yaw(yaw, delay, dtime) -- FIXME: dtime unused
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-- @param dtime deprecated: ignored now, because of smooth rotations
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function mob_class:set_yaw(yaw, delay, dtime)
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if self.noyaw then return end
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if self._kb_turn then return yaw end -- knockback in effect
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if not self.object:get_yaw() or not self.object:get_pos() then return end
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self.delay = delay or 0
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self.target_yaw = yaw % TWOPI
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@ -266,10 +270,6 @@ end
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-- improved smooth rotation
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function mob_class:check_smooth_rotation(dtime)
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if self._turn_to then
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self:set_yaw(self._turn_to, .1)
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self._turn_to = nil
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end
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if not self.target_yaw then return end
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local delay = self.delay
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