small code cleanups
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@ -250,9 +250,7 @@ end
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-- set defined animation
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-- set defined animation
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function mob_class:set_animation(anim, fixed_frame)
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function mob_class:set_animation(anim, fixed_frame)
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if not self.animation or not anim then
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if not self.animation or not anim then return end
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return
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end
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if self.jockey and self.object:get_attach() then
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if self.jockey and self.object:get_attach() then
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anim = "jockey"
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anim = "jockey"
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@ -260,11 +258,7 @@ function mob_class:set_animation(anim, fixed_frame)
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self.jockey = nil
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self.jockey = nil
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end
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end
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if self.state == "die" and anim ~= "die" and anim ~= "stand" then
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if self.state == "die" and anim ~= "die" and anim ~= "stand" then return end
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return
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end
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if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
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if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
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@ -279,12 +273,7 @@ function mob_class:set_animation(anim, fixed_frame)
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self._current_animation = anim
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self._current_animation = anim
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local a_start = self.animation[anim .. "_start"]
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local a_start = self.animation[anim .. "_start"]
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local a_end
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local a_end = fixed_frame and a_start or self.animation[anim .. "_end"]
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if fixed_frame then
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a_end = a_start
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else
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a_end = self.animation[anim .. "_end"]
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end
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if a_start and a_end then
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if a_start and a_end then
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self.object:set_animation({
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self.object:set_animation({
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x = a_start,
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x = a_start,
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@ -294,11 +283,6 @@ function mob_class:set_animation(anim, fixed_frame)
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end
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end
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end
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end
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-- above function exported for mount.lua
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function mcl_mobs:set_animation(self, anim)
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self:set_animation(anim)
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end
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local function who_are_you_looking_at (self, dtime)
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local function who_are_you_looking_at (self, dtime)
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if self.order == "sleep" then
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if self.order == "sleep" then
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self._locked_object = nil
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self._locked_object = nil
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@ -142,10 +142,10 @@ function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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-- if not moving then set animation and return
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-- if not moving then set animation and return
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if v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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if v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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if stand_anim then mcl_mobs:set_animation(entity, stand_anim) end
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entity:set_animation(stand_anim)
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return
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return
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else
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else
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if moving_anim then mcl_mobs:set_animation(entity, moving_anim) end
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entity:set_animation(moving_anim)
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end
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end
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-- enforce speed limit forward and reverse
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-- enforce speed limit forward and reverse
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@ -254,9 +254,9 @@ function mcl_mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_an
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-- change animation if stopped
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-- change animation if stopped
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if velo.x == 0 and velo.y == 0 and velo.z == 0 then
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if velo.x == 0 and velo.y == 0 and velo.z == 0 then
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if stand_anim then mcl_mobs:set_animation(entity, stand_anim) end
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entity:set_animation(stand_anim)
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else
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else
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if moving_anim then mcl_mobs:set_animation(entity, moving_anim) end
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entity:set_animation(moving_anim)
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end
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end
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end
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end
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@ -295,11 +295,6 @@ function mob_class:check_smooth_rotation(dtime)
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self:update_roll()
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self:update_roll()
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end
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end
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-- global function to set mob yaw
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function mcl_mobs.yaw(self, yaw, delay, dtime)
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return mob_class.set_yaw(self, yaw, delay, dtime)
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end
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-- are we flying in what we are suppose to? (taikedz)
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-- are we flying in what we are suppose to? (taikedz)
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function mob_class:flight_check()
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function mob_class:flight_check()
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@ -83,7 +83,6 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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if math.floor(self.object:get_yaw()) ~=0 then
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if math.floor(self.object:get_yaw()) ~=0 then
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self.object:set_yaw(0)
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self.object:set_yaw(0)
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mcl_mobs:yaw(self, 0, 0, dtime)
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end
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end
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if self.state == "attack" then
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if self.state == "attack" then
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self:set_animation("run")
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self:set_animation("run")
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