Fix up pillagers
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@ -407,15 +407,15 @@ local set_animation = function(self, anim, fixed_frame)
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if flight_check(self) and self.fly and anim == "walk" then anim = "fly" end
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self.animation.current = self.animation.current or ""
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self._current_animation = self._current_animation or ""
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if (anim == self.animation.current
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if (anim == self._current_animation
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or not self.animation[anim .. "_start"]
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or not self.animation[anim .. "_end"]) and self.state ~= "die" then
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return
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end
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self.animation.current = anim
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self._current_animation = anim
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local a_start = self.animation[anim .. "_start"]
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local a_end
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@ -1,8 +1,7 @@
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local S = minetest.get_translator("mobs_mc")
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local mod_bows = minetest.get_modpath("mcl_bows") ~= nil
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local function reload(self)
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if not self or not self.object then return end
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if not self.object:get_pos() then return end
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minetest.sound_play("mcl_bows_crossbow_drawback_1", {object = self.object, max_hear_distance=16}, true)
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local props = self.object:get_properties()
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if not props then return end
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@ -11,8 +10,8 @@ local function reload(self)
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end
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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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self.animation.current = "stand_reload" -- Mobs Redo won't set the animation unless we do this
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if not self.object:get_pos() 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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mcl_mobs:set_animation(self, animation)
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end
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@ -20,53 +19,33 @@ pillager = {
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description = S("Pillager"),
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type = "monster",
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spawn_class = "hostile",
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hostile = true,
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rotate = 0,
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hp_min = 24,
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hp_max = 24,
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xp_min = 6,
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xp_max = 6,
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breath_max = -1,
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eye_height = 1.5,
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projectile_cooldown = 3, -- Useless
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shoot_interval = 3, -- Useless
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shoot_interval = 3,
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shoot_offset = 1.5,
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dogshoot_switch = 1,
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dogshoot_count_max = 1.8,
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projectile_cooldown_min = 3,
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projectile_cooldown_max = 2.5,
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armor = {fleshy = 100},
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collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3},
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pathfinding = 1,
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group_attack = true,
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visual = "mesh",
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mesh = "mobs_mc_pillager.b3d",
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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=2.75, y=2.75},
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makes_footstep_sound = true,
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walk_velocity = 1.2,
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run_velocity = 4,
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damage = 2,
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reach = 8,
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view_range = 16,
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fear_height = 4,
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attack_type = "shoot",
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arrow = "mcl_bows:arrow_entity",
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attack_type = "dogshoot", -- Alternate punching/shooting
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reach = 0, -- Punching max distance
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damage = 0, -- Punching damage
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dogshoot_switch = 1, -- Start of shooting
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dogshoot_count_max = 5, -- Max time spent shooting (standing)
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dogshoot_count2_max = 1, -- Max time spent punching (running)
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sounds = {
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random = "mobs_mc_pillager_grunt2",
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war_cry = "mobs_mc_pillager_grunt1",
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@ -97,64 +76,45 @@ pillager = {
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},
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},
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animation = {
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unloaded_walk_start = 1,
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unloaded_walk_end = 40,
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unloaded_stand_start = 41,
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unloaded_stand_end = 60,
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reload_stand_speed = 20,
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reload_stand_start = 61,
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reload_stand_end = 100,
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stand_speed = 6,
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stand_start = 101,
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stand_end = 109,
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walk_speed = 25,
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walk_start = 111,
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walk_end = 150,
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run_speed = 40,
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run_start = 111,
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run_end = 150,
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reload_run_speed = 20,
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reload_run_start = 151,
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reload_run_end = 190,
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die_speed = 15,
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die_start = 191,
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die_end = 192,
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unloaded_walk_start = 1, unloaded_walk_end = 40,
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unloaded_stand_start = 41, unloaded_stand_end = 60,
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reload_stand_start = 61, reload_stand_end = 100, reload_stand_speed = 20,
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stand_start = 101, stand_end = 109, stand_speed = 6,
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walk_start = 111, walk_end = 150, walk_speed = 30,
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run_start = 111, run_end = 150, run_speed = 50,
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reload_run_start = 151, reload_run_end = 190, reload_run_speed = 20,
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die_start = 191, die_end = 192, die_speed = 15,
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stand_unloaded_start = 40, stand_unloaded_end = 59,
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die_loop = false,
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stand_unloaded_start = 40,
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stand_unloaded_end = 59,
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},
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shoot_arrow = function(self, pos, dir)
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minetest.sound_play("mcl_bows_crossbow_shoot", {object = self.object, max_hear_distance=16}, true)
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local props = self.object:get_properties()
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props.textures[2] = "mcl_bows_crossbow_0.png^[resize:16x16"
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self.object:set_properties(props)
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local old_anim = self.animation.current
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if old_anim == "run" then
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local old_anim = self._current_animation
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if old_anim == "run" or old_anim == "walk" then
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mcl_mobs:set_animation(self, "reload_run")
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end
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if old_anim == "stand" then
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mcl_mobs:set_animation(self, "reload_stand")
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end
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self.animation.current = 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(2, reset_animation, self, old_anim)
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if mod_bows then
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-- 2-4 damage per arrow
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local dmg = math.max(4, math.random(2, 8))
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mcl_bows_s.shoot_arrow_crossbow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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end
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-- 2-4 damage per arrow
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local dmg = math.max(4, math.random(2, 8))
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mcl_bows_s.shoot_arrow_crossbow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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-- While we are at it, change the sounds since there is no way to do this in Mobs Redo
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if self.sounds and self.sounds.random then
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self.sounds = table.copy(self.sounds)
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self.sounds.random = "mobs_mc_pillager_grunt" .. math.random(2)
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end
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-- Randomize reload time
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self.shoot_interval = math.random(3, 4)
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end,
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}
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