Adjust "flying" vector checks for mobs
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@ -205,18 +205,13 @@ end
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--this is to swap the built in engine acceleration modifier
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--this is to swap the built in engine acceleration modifier
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local fly_physics_swapper = function(self,inside_fly_node)
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local fly_physics_swapper = function(self,inside_fly_node)
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--push non-existing physics switch to new mobs
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self.fly_physics_switch = self.fly_physics_switch or not inside_fly_node
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--should be flying, gravity is applied, switch to floating
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--should be flying, gravity is applied, switch to floating
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if inside_fly_node and not self.fly_physics_switch then
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if inside_fly_node and self.object:get_acceleration().y ~= 0 then
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self.object:set_acceleration(vector_new(0,0,0))
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self.object:set_acceleration(vector_new(0,0,0))
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self.fly_physics_switch = true
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--not be flying, gravity isn't applied, switch to falling
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--not be flying, gravity isn't applied, switch to falling
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elseif not inside_fly_node and self.fly_physics_switch then
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elseif not inside_fly_node and self.object:get_acceleration().y == 0 then
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self.pitch = 0
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self.pitch = 0
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self.object:set_acceleration(vector_new(0,-self.gravity,0))
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self.object:set_acceleration(vector_new(0,-self.gravity,0))
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self.fly_physics_switch = false
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end
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end
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end
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end
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@ -111,6 +111,10 @@ mobs.set_fly_velocity = function(self, v)
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local yaw = (self.yaw or 0)
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local yaw = (self.yaw or 0)
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local pitch = (self.pitch or 0)
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local pitch = (self.pitch or 0)
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if v == 0 then
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pitch = 0
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end
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local current_velocity = self.object:get_velocity()
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local current_velocity = self.object:get_velocity()
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local goal_velocity = {
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local goal_velocity = {
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