Add in sound_handling and make explosion type mobs make their attack sound before explosion animation
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@ -157,6 +157,7 @@ dofile(api_path .. "interaction.lua")
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dofile(api_path .. "movement.lua")
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dofile(api_path .. "set_up.lua")
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dofile(api_path .. "attack_type_instructions.lua")
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dofile(api_path .. "sound_handling.lua")
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mobs.spawning_mobs = {}
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@ -14,8 +14,6 @@ mobs.explode_attack_walk = function(self,dtime)
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mobs.set_yaw_while_attacking(self)
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--make mob walk up to player within 2 nodes distance then start exploding
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--THIS NEEDS TO BE RECODED TO TAKE COLLISION BOXES INTO ACCOUNT!!!
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if vector_distance(self.object:get_pos(), self.attacking:get_pos()) >= self.reach then
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mobs.set_velocity(self, self.run_velocity)
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mobs.set_mob_animation(self,"run")
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@ -28,12 +26,17 @@ mobs.explode_attack_walk = function(self,dtime)
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if not self.explosion_animation then
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self.explosion_animation = 0
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end
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--play ignite sound
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if self.explosion_animation == 0 then
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mobs.play_sound(self,"attack")
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end
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mobs.set_mob_animation(self,"stand")
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mobs.handle_explosion_animation(self)
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self.explosion_animation = self.explosion_animation + (dtime/2)
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end
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--make explosive mobs jump
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@ -0,0 +1,32 @@
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local math_random = math.random
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--generic call for sound handler for mobs (data access)
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mobs.play_sound = function(self,sound)
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local soundinfo = self.sounds
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if not soundinfo then
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return
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end
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local play_sound = soundinfo[sound]
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if not play_sound then
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return
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end
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mobs.play_sound_handler(self, play_sound)
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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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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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pitch = pitch,
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}, true)
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end
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