Add in random sounds/hurt/death sounds and stop mobs from reviving on server restart again
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@ -264,7 +264,6 @@ function mobs:register_mob(name, def)
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tamed = false,
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pause_timer = 0,
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gotten = false,
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health = 0,
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reach = def.reach or 3,
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htimer = 0,
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texture_list = def.textures,
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@ -362,6 +361,10 @@ function mobs:register_mob(name, def)
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ignores_cobwebs = def.ignores_cobwebs,
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breath = def.breath_max or 6,
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--random_sound_timer = 0,
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random_sound_timer_min = 3,
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random_sound_timer_max = 10,
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--end j4i stuff
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-- MCL2 extensions
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@ -829,9 +829,18 @@ mobs.mob_step = function(self, dtime)
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end
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end
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--do death logic (animation, poof, explosion, etc)
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if self.health <= 0 then
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--color modifier which coincides with the pause_timer
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if self.old_health and self.health < self.old_health then
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self.object:set_texture_mod("^[colorize:red:120")
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--fix double death sound
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if self.health > 0 then
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mobs.play_sound(self,"damage")
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end
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end
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self.old_health = self.health
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--do death logic (animation, poof, explosion, etc)
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if self.health <= 0 or self.dead then
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--play death sound once
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if not self.played_death_sound then
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self.dead = true
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@ -855,12 +864,9 @@ mobs.mob_step = function(self, dtime)
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return
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end
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--color modifier which coincides with the pause_timer
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if self.old_health and self.health < self.old_health then
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self.object:set_texture_mod("^[colorize:red:120")
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mobs.play_sound(self,"damage")
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end
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self.old_health = self.health
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mobs.random_sound_handling(self,dtime)
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--mobs drowning mechanic
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@ -137,10 +137,17 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
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}
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end
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if not self.dead and self.health == 0 then
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--stop mobs from reviving
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if not self.dead and not self.health then
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self.health = math_random (self.hp_min, self.hp_max)
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end
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if not self.random_sound_timer then
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self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max)
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end
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if self.breath == nil then
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self.breath = self.breath_max
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end
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@ -178,13 +185,21 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
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self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
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self.texture_mods = {}
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self.object:set_texture_mod("")
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.blinkstatus = false
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--continue mob effect on server restart
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if self.dead or self.health <= 0 then
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self.object:set_texture_mod("^[colorize:red:120")
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else
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self.object:set_texture_mod("")
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end
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-- check existing nametag
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if not self.nametag then
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self.nametag = def.nametag
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@ -22,11 +22,26 @@ end
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--generic sound handler for mobs
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mobs.play_sound_handler = function(self, sound)
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local pitch = (100 + math_random(-15,15) + math_random()) / 100
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local distance = self.sounds.distance or 16
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minetest.sound_play(sound, {
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object = self.object,
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gain = 1.0,
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max_hear_distance = self.sounds.distance,
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max_hear_distance = distance,
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pitch = pitch,
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}, true)
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end
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--random sound timing handler
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mobs.random_sound_handling = function(self,dtime)
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self.random_sound_timer = self.random_sound_timer - dtime
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--play sound and reset timer
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if self.random_sound_timer <= 0 then
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mobs.play_sound(self,"random")
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self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max)
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end
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end
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@ -971,6 +971,8 @@ mobs:register_mob("mobs_mc:villager", {
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-- TODO: sounds
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sounds = {
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random = "mobs_mc_villager",
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damage = "mobs_mc_villager_hurt",
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death = "mobs_mc_villager_hurt",
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distance = 10,
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},
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animation = {
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