Fix mob animation "memory leak"
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024cf46307
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@ -219,6 +219,7 @@ function mobs:register_mob(name, def)
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breathes_in_water = def.breathes_in_water or false,
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breathes_in_water = def.breathes_in_water or false,
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physical = true,
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physical = true,
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collisionbox = collisionbox,
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collisionbox = collisionbox,
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collide_with_objects = def.collide_with_objects or false,
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selectionbox = def.selectionbox or def.collisionbox,
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selectionbox = def.selectionbox or def.collisionbox,
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visual = def.visual,
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visual = def.visual,
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visual_size = def.visual_size or {x = 1, y = 1},
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visual_size = def.visual_size or {x = 1, y = 1},
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@ -306,6 +307,8 @@ function mobs:register_mob(name, def)
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walk_timer = 0,
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walk_timer = 0,
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stand_timer = 0,
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stand_timer = 0,
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wandering = true,
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wandering = true,
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current_animation = "",
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--set_animation = mobs.set_animation,
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--end j4i stuff
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--end j4i stuff
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-- MCL2 extensions
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-- MCL2 extensions
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@ -331,27 +334,21 @@ function mobs:register_mob(name, def)
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on_spawn = def.on_spawn,
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on_spawn = def.on_spawn,
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on_blast = def.on_blast or do_tnt,
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--on_blast = def.on_blast or do_tnt,
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on_step = mobs.mob_step,
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on_step = mobs.mob_step,
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do_punch = def.do_punch,
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--do_punch = def.do_punch,
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on_punch = mob_punch,
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--on_punch = mob_punch,
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on_breed = def.on_breed,
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--on_breed = def.on_breed,
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on_grown = def.on_grown,
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--on_grown = def.on_grown,
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on_detach_child = mob_detach_child,
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--on_detach_child = mob_detach_child,
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on_activate = function(self, staticdata, dtime)
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on_activate = function(self, staticdata, dtime)
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--this is a temporary hack so mobs stop
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--glitching and acting really weird with the
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--default built in engine collision detection
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self.object:set_properties({
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collide_with_objects = false,
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})
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self.object:set_acceleration(vector_new(0,-9.81, 0))
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self.object:set_acceleration(vector_new(0,-9.81, 0))
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return mobs.mob_activate(self, staticdata, def, dtime)
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return mobs.mob_activate(self, staticdata, def, dtime)
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end,
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end,
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@ -360,8 +357,7 @@ function mobs:register_mob(name, def)
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return mobs.mob_staticdata(self)
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return mobs.mob_staticdata(self)
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end,
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end,
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harmed_by_heal = def.harmed_by_heal,
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--harmed_by_heal = def.harmed_by_heal,
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})
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})
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if minetest_get_modpath("doc_identifier") ~= nil then
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if minetest_get_modpath("doc_identifier") ~= nil then
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@ -50,7 +50,13 @@ local state_execution = function(self,dtime)
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if self.state == "stand" then
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if self.state == "stand" then
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print("stand")
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--do animation
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mobs.set_mob_animation(self, "stand")
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--set the velocity of the mob
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mobs.set_velocity(self,0)
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--print("stand")
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elseif self.state == "walk" then
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elseif self.state == "walk" then
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@ -67,7 +73,7 @@ local state_execution = function(self,dtime)
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end
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end
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--do animation
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--do animation
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mobs.set_animation(self, "walk")
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mobs.set_mob_animation(self, "walk")
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--enable rotation locking
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--enable rotation locking
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mobs.movement_rotation_lock(self)
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mobs.movement_rotation_lock(self)
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@ -1,7 +1,7 @@
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local math_pi = math.pi
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local math_pi = math.pi
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-- set defined animation
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-- set defined animation
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mobs.set_animation = function(self, anim, fixed_frame)
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mobs.set_mob_animation = function(self, 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
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return
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return
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@ -11,23 +11,21 @@ mobs.set_animation = function(self, anim, fixed_frame)
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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.animation.current = self.animation.current or ""
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--animations break if they are constantly set
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--so we put this return gate to check if it is
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--already at the animation we are trying to implement
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if self.animation.current == anim then
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return
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end
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if (not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"]) then
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if (not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"]) 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.animation.current = anim
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--animations break if they are constantly set
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--so we put this return gate to check if it is
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--already at the animation we are trying to implement
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if self.current_animation == anim then
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return
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end
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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
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if fixed_frame then
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if fixed_frame then
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a_end = a_start
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a_end = a_start
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else
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else
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@ -39,6 +37,9 @@ mobs.set_animation = function(self, anim, fixed_frame)
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y = a_end},
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y = a_end},
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
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0, self.animation[anim .. "_loop"] ~= false)
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0, self.animation[anim .. "_loop"] ~= false)
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self.current_animation = anim
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end
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end
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