Add some mob object checks to avoid crashing
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@ -186,12 +186,14 @@ function mob_class:slow_mob()
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local d = 0.85
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local d = 0.85
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if self:check_dying() then d = 0.92 end
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if self:check_dying() then d = 0.92 end
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if self.object then
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local v = self.object:get_velocity()
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local v = self.object:get_velocity()
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if v then
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if v then
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--diffuse object velocity
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--diffuse object velocity
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self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
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self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
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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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-- move mob in facing direction
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-- move mob in facing direction
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function mob_class:set_velocity(v)
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function mob_class:set_velocity(v)
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@ -518,9 +520,11 @@ function mob_class:check_for_death(cause, cmi_cause)
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})
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})
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self:set_velocity(0)
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self:set_velocity(0)
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if self.object then
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local acc = self.object:get_acceleration()
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local acc = self.object:get_acceleration()
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acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
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acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
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self.object:set_acceleration(acc)
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self.object:set_acceleration(acc)
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end
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local length
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local length
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-- default death function and die animation (if defined)
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-- default death function and die animation (if defined)
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@ -980,9 +984,11 @@ end
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function mob_class:check_dying()
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function mob_class:check_dying()
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if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then
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if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then
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if self.object then
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local rot = self.object:get_rotation()
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local rot = self.object:get_rotation()
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rot.z = ((math.pi/2-rot.z)*.2)+rot.z
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rot.z = ((math.pi/2-rot.z)*.2)+rot.z
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self.object:set_rotation(rot)
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self.object:set_rotation(rot)
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end
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return true
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return true
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end
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end
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end
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end
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