Make mobs magnetic collision more jello-y
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@ -208,27 +208,31 @@ local collision = function(self)
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--local velocity = vector.normalize(dir)
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local force = 1 - (1 * distance / (collision_boundary + object_collision_boundary))
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local vel1 = vector.multiply(velocity, -1)
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local vel2 = velocity
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local current_mob_velocity = self.object:get_velocity()
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vel1 = vector.multiply(vel1, force)
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vel2 = vector.multiply(vel2, force)
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local new_mob_velocity = vector.subtract(vel1, current_mob_velocity)
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new_mob_velocity.y = 0
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--local current_mob_velocity = self.object:get_velocity()
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--print(distance)
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--print(collision_boundary + object_collision_boundary)
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--if math.abs(current_mob_velocity.x) < 2 and math.abs(current_mob_velocity.z) < 2 then
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self.object:add_velocity(new_mob_velocity)
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self.object:add_velocity(vel1)
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--end
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--reenable fire spreading eventually
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if object:is_player() then
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local current_vel = object:get_velocity()
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--local current_vel = object:get_velocity()
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--local new_vel = vector.subtract(vel2, current_vel)
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@ -236,9 +240,9 @@ local collision = function(self)
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--new_vel.y = 0
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if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
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--if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
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object:add_player_velocity(vel2)
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end
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--end
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--if self.on_fire then
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@ -250,15 +254,15 @@ local collision = function(self)
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--end
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else
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local current_vel = object:get_velocity()
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-- local current_vel = object:get_velocity()
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local new_vel = vector.subtract(vel2, current_vel)
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-- local new_vel = vector.subtract(vel2, current_vel)
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new_vel.y = 0
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-- new_vel.y = 0
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--if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
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object:add_velocity(new_vel)
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--end
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-- if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
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object:add_velocity(vel2)
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-- end
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--if self.on_fire then
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-- start_fire(object)
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--end
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