Cleanup self.acc code and convert to new style vectors
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0185609b01
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@ -830,16 +830,18 @@ local function clear_aggro(self)
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end
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function mob_class:do_states_attack (dtime)
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local yaw = self.object:get_yaw() or 0
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local s = self.object:get_pos()
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local p = self.attack:get_pos() or s
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self.timer = self.timer + dtime
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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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local s = self.object:get_pos()
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if not s then return end
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local p = self.attack:get_pos() or s
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local yaw = self.object:get_yaw() or 0
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-- stop attacking if player invisible or out of range
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if not self.attack
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or not self.attack:get_pos()
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@ -1141,7 +1143,13 @@ function mob_class:do_states_attack (dtime)
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if math.random(40) == 1 then
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self.strafe_direction = self.strafe_direction*-1
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end
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self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
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local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
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local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
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if dir2 and stay_away_from_player then
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self.acc = vector.add(dir2, stay_away_from_player)
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end
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else
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self:set_velocity( 0)
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end
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@ -198,6 +198,8 @@ end
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-- move mob in facing direction
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function mob_class:set_velocity(v)
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if not v then return end
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local c_x, c_y = 0, 0
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-- can mob be pushed, if so calculate direction
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@ -207,18 +209,15 @@ function mob_class:set_velocity(v)
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-- halt mob if it has been ordered to stay
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if self.order == "stand" or self.order == "sit" then
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self.acc=vector.new(0,0,0)
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return
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self.acc = vector.zero()
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return
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end
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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local vv = self.object:get_velocity()
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if vv then
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self.acc={
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x = ((math.sin(yaw) * -v) + c_x)*.27,
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y = 0,
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z = ((math.cos(yaw) * v) + c_y)*.27,
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}
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if vv and yaw then
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self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .27, 0, ((math.cos(yaw) * v) + c_y) * .27)
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end
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end
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