Disable literally everything in mobs api
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3f6312a631
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@ -43,7 +43,8 @@ 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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local vector_new = vector.new
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local vector_length = vector.length
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mobs = {}
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-- mob constants
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@ -144,6 +145,7 @@ end
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local integer_test = {-1,1}
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local collision = function(self)
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--[[
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local pos = self.object:get_pos()
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--do collision detection from the base of the mob
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@ -159,6 +161,10 @@ local collision = function(self)
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radius = collisionbox[5]
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end
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if self.object:get_properties().collide_with_objects == true then
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print("THIS IS A SERIOUS ERROR!")
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end
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local collision_count = 0
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for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do
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@ -171,6 +177,7 @@ local collision = function(self)
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if collision_count > 100 then
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break
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end
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local pos2 = object:get_pos()
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local object_collisionbox = object:get_properties().collisionbox
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@ -199,8 +206,8 @@ local collision = function(self)
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if dir.x == 0 and dir.z == 0 then
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--slightly adjust mob position to prevent equal length
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--corner/wall sticking
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dir.x = dir.x + ((math_random()/2)*integer_test[math.random(1,2)])
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dir.z = dir.z + ((math_random()/2)*integer_test[math.random(1,2)])
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dir.x = dir.x + ((math_random()/10)*integer_test[math.random(1,2)])
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dir.z = dir.z + ((math_random()/10)*integer_test[math.random(1,2)])
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end
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---- JUST MAKE THIS DIR FROM NOW ON --- FIX MEEEEE
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@ -217,31 +224,31 @@ local collision = function(self)
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vel2 = vector.multiply(vel2, force)
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--local current_mob_velocity = self.object:get_velocity()
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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(vel1)
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--if vector_length(current_mob_velocity) <= 1 then
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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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print("there is something seriously wrong here")
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--local current_vel = object:get_velocity()
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--print(vector.length(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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--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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--object:add_velocity(new_vel)
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--end
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@ -253,15 +260,15 @@ local collision = function(self)
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-- start_fire(self.object)
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--end
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else
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-- local current_vel = object:get_velocity()
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--else
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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(vel2)
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--object:add_velocity(new_vel)
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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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@ -271,8 +278,10 @@ local collision = function(self)
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--end
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end
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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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