Fix creeper explosions only doing 1/2 heart damage
The solution was to move the creeper explosions to originate from the center of the creepers collisionbox and not its entity position.
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41bd803185
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@ -395,4 +395,13 @@ function mcl_util.generate_on_place_plant_function(condition)
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end
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end
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-- adjust the y level of an object to the center of its collisionbox
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-- used to get the origin position of entity explosions
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function mcl_util.get_object_center(obj)
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local collisionbox = obj:get_properties().collisionbox
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local pos = obj:get_pos()
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local ymin = collisionbox[2]
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local ymax = collisionbox[5]
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pos.y = pos.y + (ymax - ymin) / 2.0
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return pos
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end
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@ -2258,7 +2258,6 @@ local dogswitch = function(self, dtime)
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return self.dogshoot_switch
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end
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-- execute current state (stand, walk, run, attacks)
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-- returns true if mob has died
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local do_states = function(self, dtime)
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@ -2550,7 +2549,7 @@ local do_states = function(self, dtime)
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if mod_explosions then
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if mobs_griefing and not minetest.is_protected(pos, "") then
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mcl_explosions.explode(self.object:get_pos(), self.explosion_strength, { drop_chance = 1.0 }, self.object)
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mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
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else
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minetest.sound_play(self.sounds.explode, {
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pos = pos,
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@ -71,7 +71,7 @@ mobs:register_mob("mobs_mc:creeper", {
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if self._forced_explosion_countdown_timer ~= nil then
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self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime
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if self._forced_explosion_countdown_timer <= 0 then
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mobs:boom(self, self.object:get_pos(), self.explosion_strength)
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mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength)
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self.object:remove()
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end
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end
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