Merge pull request 'Fix hungry sheep and hyrdophobic passive mobs' (#3435) from drowning_and_hungry_mobs into master
Reviewed-on: MineClone2/MineClone2#3435
This commit is contained in:
commit
35a75491f4
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@ -317,7 +317,7 @@ local function update_timers (self, dtime)
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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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-- attack timer
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-- attack timer. Not anymore, it seems. Used for also occassionally processing mob step too!
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self.timer = self.timer + dtime
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self.timer = self.timer + dtime
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if self.state ~= "attack" and self.state ~= PATHFINDING then
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if self.state ~= "attack" and self.state ~= PATHFINDING then
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@ -392,7 +392,6 @@ function mob_class:on_step(dtime)
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self:check_water_flow()
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self:check_water_flow()
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self:env_danger_movement_checks (dtime)
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self:env_danger_movement_checks (dtime)
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self:follow_flop() -- Mob following code.
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self:follow_flop() -- Mob following code.
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self:set_animation_speed() -- set animation speed relative to velocity
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self:set_animation_speed() -- set animation speed relative to velocity
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@ -408,29 +407,37 @@ function mob_class:on_step(dtime)
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self:npc_attack()
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self:npc_attack()
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self:check_aggro(dtime)
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self:check_aggro(dtime)
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self:check_breeding()
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self:check_item_pickup()
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self:set_armor_texture()
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if self.do_custom and self.do_custom(self, dtime) == false then return end
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if self.do_custom and self.do_custom(self, dtime) == false then return end
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if update_timers(self, dtime) then return end
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self:check_particlespawners(dtime)
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-- In certain circumstances, we abandon processing of certain functionality
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local skip_processing = false
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if self:env_damage (dtime, pos) then return end
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if update_timers(self, dtime) then
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if self:do_states(dtime) then return end
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skip_processing = true
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if self.opinion_sound_cooloff > 0 then
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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end
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-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
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if math.random(1, 70) == 1 then
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self:mob_sound("random", true)
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end
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end
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if self:do_states(dtime) then return end
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if not skip_processing then
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self:check_breeding()
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self:check_item_pickup()
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self:set_armor_texture()
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self:check_particlespawners(dtime)
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if self.opinion_sound_cooloff > 0 then
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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end
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-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
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if math.random(1, 70) == 1 then
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self:mob_sound("random", true)
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end
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if self:do_states(dtime) then return end
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end
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if mobs_debug then self:update_tag() end
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if mobs_debug then self:update_tag() end
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@ -1,9 +1,9 @@
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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local mob_class = mcl_mobs.mob_class
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local HORNY_TIME = 30*20
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local HORNY_TIME = 30
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local HORNY_AGAIN_TIME = 30*20 -- was 300 or 15*20
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local HORNY_AGAIN_TIME = 30 -- was 300 or 15*20
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local CHILD_GROW_TIME = 60*20
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local CHILD_GROW_TIME = 60
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local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
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local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
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@ -460,7 +460,7 @@ end
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-- find and replace what mob is looking for (grass, wheat etc.)
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-- find and replace what mob is looking for (grass, wheat etc.)
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function mob_class:replace(pos)
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function mob_class:replace_node(pos)
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if not self.replace_rate
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if not self.replace_rate
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or not self.replace_what
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or not self.replace_what
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@ -659,7 +659,6 @@ function mob_class:do_env_damage()
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-- rain
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-- rain
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if self.rain_damage > 0 then
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if self.rain_damage > 0 then
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if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
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if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
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self.health = self.health - self.rain_damage
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self.health = self.health - self.rain_damage
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if self:check_for_death("rain", {type = "environment",
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if self:check_for_death("rain", {type = "environment",
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@ -672,13 +671,9 @@ function mob_class:do_env_damage()
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pos.y = pos.y + 1 -- for particle effect position
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pos.y = pos.y + 1 -- for particle effect position
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-- water damage
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-- water damage
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if self.water_damage > 0
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if self.water_damage > 0 and nodef.groups.water then
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and nodef.groups.water then
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if self.water_damage ~= 0 then
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if self.water_damage ~= 0 then
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self.health = self.health - self.water_damage
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self.health = self.health - self.water_damage
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mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil)
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mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil)
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if self:check_for_death("water", {type = "environment",
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if self:check_for_death("water", {type = "environment",
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@ -686,27 +681,10 @@ function mob_class:do_env_damage()
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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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-- magma damage
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elseif self.lava_damage > 0 and (nodef.groups.lava) then
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elseif self.fire_damage > 0
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-- lava damage
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and (nodef2.groups.fire) then
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if self.fire_damage ~= 0 then
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self.health = self.health - self.fire_damage
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if self:check_for_death("fire", {type = "environment",
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pos = pos, node = self.standing_in}) then
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return true
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end
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end
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-- lava damage
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elseif self.lava_damage > 0
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and (nodef.groups.lava) then
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if self.lava_damage ~= 0 then
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if self.lava_damage ~= 0 then
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self.health = self.health - self.lava_damage
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self.health = self.health - self.lava_damage
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mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
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mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
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mcl_burning.set_on_fire(self.object, 10)
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mcl_burning.set_on_fire(self.object, 10)
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@ -715,15 +693,20 @@ function mob_class:do_env_damage()
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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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elseif self.fire_damage > 0 and (nodef2.groups.fire) then
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-- fire damage
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-- magma damage
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elseif self.fire_damage > 0
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and (nodef.groups.fire) then
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if self.fire_damage ~= 0 then
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if self.fire_damage ~= 0 then
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self.health = self.health - self.fire_damage
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self.health = self.health - self.fire_damage
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if self:check_for_death("fire", {type = "environment",
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pos = pos, node = self.standing_in}) then
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return true
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end
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end
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elseif self.fire_damage > 0 and (nodef.groups.fire) then
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-- fire damage
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if self.fire_damage ~= 0 then
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self.health = self.health - self.fire_damage
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mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
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mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
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mcl_burning.set_on_fire(self.object, 5)
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mcl_burning.set_on_fire(self.object, 5)
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@ -732,12 +715,9 @@ function mob_class:do_env_damage()
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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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-- damage_per_second node check
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elseif nodef.damage_per_second ~= 0 and not nodef.groups.lava and not nodef.groups.fire then
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elseif nodef.damage_per_second ~= 0 and not nodef.groups.lava and not nodef.groups.fire then
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-- damage_per_second node check
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self.health = self.health - nodef.damage_per_second
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self.health = self.health - nodef.damage_per_second
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mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png")
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mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png")
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if self:check_for_death("dps", {type = "environment",
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if self:check_for_death("dps", {type = "environment",
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@ -749,6 +729,7 @@ function mob_class:do_env_damage()
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-- Drowning damage
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-- Drowning damage
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if self.breath_max ~= -1 then
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if self.breath_max ~= -1 then
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local drowning = false
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local drowning = false
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if self.breathes_in_water then
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if self.breathes_in_water then
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if minetest.get_item_group(self.standing_in, "water") == 0 then
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if minetest.get_item_group(self.standing_in, "water") == 0 then
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drowning = true
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drowning = true
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@ -756,10 +737,9 @@ function mob_class:do_env_damage()
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elseif nodef.drowning > 0 then
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elseif nodef.drowning > 0 then
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drowning = true
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drowning = true
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end
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end
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if drowning then
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if drowning then
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self.breath = math.max(0, self.breath - 1)
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self.breath = math.max(0, self.breath - 1)
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mcl_mobs.effect(pos, 2, "bubble.png", nil, nil, 1, nil)
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mcl_mobs.effect(pos, 2, "bubble.png", nil, nil, 1, nil)
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if self.breath <= 0 then
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if self.breath <= 0 then
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local dmg
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local dmg
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@ -817,18 +797,18 @@ function mob_class:env_damage (dtime, pos)
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-- environmental damage timer (every 1 second)
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-- environmental damage timer (every 1 second)
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self.env_damage_timer = self.env_damage_timer + dtime
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self.env_damage_timer = self.env_damage_timer + dtime
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if (self.state == "attack" and self.env_damage_timer > 1)
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or self.state ~= "attack" then
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if self.env_damage_timer > 1 then
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self:check_entity_cramming()
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self.env_damage_timer = 0
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self.env_damage_timer = 0
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self:check_entity_cramming()
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-- check for environmental damage (water, fire, lava etc.)
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-- check for environmental damage (water, fire, lava etc.)
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if self:do_env_damage() then
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if self:do_env_damage() then
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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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-- node replace check (cow eats grass etc.)
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self:replace_node(pos) -- (sheep eats grass etc.)
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self:replace(pos)
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end
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end
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end
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end
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