Disable entire mob ai to work on vanilla walking
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@ -42,6 +42,9 @@ local math_atan = math.atan
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local math_random = math.random
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local math_floor = math.floor
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-- localize vector functions
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local vector_new = vector.new
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mobs = {}
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-- mob constants
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local MAX_MOB_NAME_LENGTH = 30
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@ -3538,43 +3541,48 @@ local mob_step = function(self, dtime)
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return false
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end
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if self.state == "die" then
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print("need custom die stop moving thing")
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return
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end
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-- can mob be pushed, if so calculate direction -- do this first to prevent issues
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-- you can push mobs when they're in the dead state
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if self.pushable then
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collision(self)
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end
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if not self.fire_resistant then
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mcl_burning.tick(self.object, dtime)
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end
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if use_cmi then
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cmi.notify_step(self.object, dtime)
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end
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--if not self.fire_resistant then
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-- mcl_burning.tick(self.object, dtime)
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--end
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--if use_cmi then
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--cmi.notify_step(self.object, dtime)
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--end
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local pos = self.object:get_pos()
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local yaw = 0
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if mobs_debug then
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update_tag(self)
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end
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--if mobs_debug then
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--update_tag(self)
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--end
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if self.state == "die" then
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return
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end
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if self.jump_sound_cooloff > 0 then
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self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
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end
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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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--if self.jump_sound_cooloff > 0 then
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-- self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
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--end
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if falling(self, pos) then
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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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--if falling(self, pos) then
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-- Return if mob died after falling
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return
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end
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-- return
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--end
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-- smooth rotation by ThomasMonroe314
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@ -3621,24 +3629,24 @@ local mob_step = function(self, dtime)
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-- end rotation
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-- run custom function (defined in mob lua file)
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if self.do_custom then
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--if self.do_custom then
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-- when false skip going any further
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if self.do_custom(self, dtime) == false then
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return
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end
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end
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--if self.do_custom(self, dtime) == false then
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-- return
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--end
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--end
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-- knockback timer
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if self.pause_timer > 0 then
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--if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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-- self.pause_timer = self.pause_timer - dtime
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return
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end
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-- return
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--end
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-- attack timer
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self.timer = self.timer + dtime
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--self.timer = self.timer + dtime
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--[[
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if self.state ~= "attack" then
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@ -3653,99 +3661,102 @@ local mob_step = function(self, dtime)
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]]--
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-- never go over 100
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if self.timer > 100 then
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self.timer = 1
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end
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--if self.timer > 100 then
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-- self.timer = 1
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--end
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-- mob plays random sound at times
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if math_random(1, 70) == 1 then
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mob_sound(self, "random", true)
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end
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--if math_random(1, 70) == 1 then
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-- mob_sound(self, "random", true)
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--end
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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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if (self.state == "attack" and self.env_damage_timer > 1)
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or self.state ~= "attack" then
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self.env_damage_timer = 0
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-- check for environmental damage (water, fire, lava etc.)
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if do_env_damage(self) then
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return
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end
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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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--
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-- self.env_damage_timer = 0
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--
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-- -- check for environmental damage (water, fire, lava etc.)
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-- if do_env_damage(self) then
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-- return
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-- end
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--
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-- node replace check (cow eats grass etc.)
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replace(self, pos)
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end
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-- replace(self, pos)
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--end
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monster_attack(self)
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--monster_attack(self)
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npc_attack(self)
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--npc_attack(self)
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breed(self)
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--breed(self)
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if do_states(self, dtime) then
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return
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end
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--if do_states(self, dtime) then
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-- return
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--end
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do_jump(self)
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--do_jump(self)
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runaway_from(self)
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--runaway_from(self)
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if is_at_water_danger(self) and self.state ~= "attack" then
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if math_random(1, 10) <= 6 then
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set_velocity(self, 0)
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self.state = "stand"
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set_animation(self, "stand")
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yaw = yaw + math_random(-0.5, 0.5)
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yaw = set_yaw(self, yaw, 8)
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end
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end
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--if is_at_water_danger(self) and self.state ~= "attack" then
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-- if math_random(1, 10) <= 6 then
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-- set_velocity(self, 0)
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-- self.state = "stand"
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-- set_animation(self, "stand")
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-- yaw = yaw + math_random(-0.5, 0.5)
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-- yaw = set_yaw(self, yaw, 8)
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-- end
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--end
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-- Add water flowing for mobs from mcl_item_entity
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local p, node, nn, def
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p = self.object:get_pos()
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node = minetest_get_node_or_nil(p)
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if node then
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nn = node.name
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def = minetest_registered_nodes[nn]
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end
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--[[
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local p, node, nn, def
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p = self.object:get_pos()
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node = minetest_get_node_or_nil(p)
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if node then
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nn = node.name
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def = minetest_registered_nodes[nn]
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end
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-- Move item around on flowing liquids
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if def and def.liquidtype == "flowing" then
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
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local vec = flowlib.quick_flow(p, node)
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-- Just to make sure we don't manipulate the speed for no reason
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if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
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-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
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local f = 1.39
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-- Set new item moving speed into the direciton of the liquid
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local newv = vector.multiply(vec, f)
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
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-- Move item around on flowing liquids
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if def and def.liquidtype == "flowing" then
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-- Get flowing direction (function call from flowlib), if there's a liquid.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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Luckily, this is exactly what we need if we only care about water, which has this flowing distance.
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local vec = flowlib.quick_flow(p, node)
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-- Just to make sure we don't manipulate the speed for no reason
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if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
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-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
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local f = 1.39
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-- Set new item moving speed into the direciton of the liquid
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local newv = vector.multiply(vec, f)
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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return
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end
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elseif self._flowing == true then
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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enable_physics(self.object, self, true)
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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return
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end
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elseif self._flowing == true then
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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enable_physics(self.object, self, true)
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return
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end
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--Mob following code.
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follow_flop(self)
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if is_at_cliff_or_danger(self) then
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set_velocity(self, 0)
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self.state = "stand"
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@ -3774,6 +3785,7 @@ local mob_step = function(self, dtime)
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end
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end
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end
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]]--
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end
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@ -4005,7 +4017,8 @@ minetest.register_entity(name, {
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--default built in engine collision detection
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self.object:set_properties({
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collide_with_objects = false,
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})
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})
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self.object:set_acceleration(vector_new(0,-9.81, 0))
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return mob_activate(self, staticdata, def, dtime)
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end,
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