Fix some mob-related death bugs
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3a28081683
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cb08062926
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@ -201,7 +201,7 @@ end
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-- attack player/mob
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-- attack player/mob
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local do_attack = function(self, player)
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local do_attack = function(self, player)
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if self.state == "attack" then
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if self.state == "attack" or self.state == "die" then
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return
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return
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end
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end
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@ -799,6 +799,9 @@ local check_for_death = function(self, cause, cmi_cause)
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collide_with_objects = false,
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collide_with_objects = false,
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})
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})
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set_velocity(self, 0)
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set_velocity(self, 0)
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local acc = self.object:get_acceleration()
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acc.x, acc.z = 0, 0
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self.object:set_acceleration(acc)
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local length = 0
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local length = 0
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-- default death function and die animation (if defined)
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-- default death function and die animation (if defined)
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@ -819,7 +822,7 @@ local check_for_death = function(self, cause, cmi_cause)
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end
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end
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-- Remove body after a few seconds and drop stuff
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minetest.after(length, function(self)
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minetest.after(length, function(self)
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if not self.object:get_luaentity() then
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if not self.object:get_luaentity() then
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return
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return
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@ -1251,7 +1254,7 @@ local do_jump = function(self)
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-- when in air move forward
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-- when in air move forward
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minetest.after(0.3, function(self, v)
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minetest.after(0.3, function(self, v)
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if not self.object or not self.object:get_luaentity() then
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if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then
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return
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return
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end
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end
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self.object:set_acceleration({
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self.object:set_acceleration({
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@ -3303,6 +3306,10 @@ local mob_step = function(self, dtime)
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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local yaw = 0
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local yaw = 0
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if mobs_debug then
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update_tag(self)
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end
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-- Despawning: when lifetimer expires, remove mob
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-- Despawning: when lifetimer expires, remove mob
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if remove_far
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if remove_far
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and self.can_despawn == true
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and self.can_despawn == true
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@ -3334,8 +3341,8 @@ local mob_step = function(self, dtime)
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end
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end
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end
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end
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if mobs_debug then
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if self.state == "die" then
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update_tag(self)
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return
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end
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end
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if self.jump_sound_cooloff > 0 then
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if self.jump_sound_cooloff > 0 then
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