Fix mob animation "memory leak"
This commit is contained in:
parent
024cf46307
commit
d0695e7929
|
@ -219,6 +219,7 @@ function mobs:register_mob(name, def)
|
|||
breathes_in_water = def.breathes_in_water or false,
|
||||
physical = true,
|
||||
collisionbox = collisionbox,
|
||||
collide_with_objects = def.collide_with_objects or false,
|
||||
selectionbox = def.selectionbox or def.collisionbox,
|
||||
visual = def.visual,
|
||||
visual_size = def.visual_size or {x = 1, y = 1},
|
||||
|
@ -306,6 +307,8 @@ function mobs:register_mob(name, def)
|
|||
walk_timer = 0,
|
||||
stand_timer = 0,
|
||||
wandering = true,
|
||||
current_animation = "",
|
||||
--set_animation = mobs.set_animation,
|
||||
--end j4i stuff
|
||||
|
||||
-- MCL2 extensions
|
||||
|
@ -331,27 +334,21 @@ function mobs:register_mob(name, def)
|
|||
|
||||
on_spawn = def.on_spawn,
|
||||
|
||||
on_blast = def.on_blast or do_tnt,
|
||||
--on_blast = def.on_blast or do_tnt,
|
||||
|
||||
on_step = mobs.mob_step,
|
||||
on_step = mobs.mob_step,
|
||||
|
||||
do_punch = def.do_punch,
|
||||
--do_punch = def.do_punch,
|
||||
|
||||
on_punch = mob_punch,
|
||||
--on_punch = mob_punch,
|
||||
|
||||
on_breed = def.on_breed,
|
||||
--on_breed = def.on_breed,
|
||||
|
||||
on_grown = def.on_grown,
|
||||
--on_grown = def.on_grown,
|
||||
|
||||
on_detach_child = mob_detach_child,
|
||||
--on_detach_child = mob_detach_child,
|
||||
|
||||
on_activate = function(self, staticdata, dtime)
|
||||
--this is a temporary hack so mobs stop
|
||||
--glitching and acting really weird with the
|
||||
--default built in engine collision detection
|
||||
self.object:set_properties({
|
||||
collide_with_objects = false,
|
||||
})
|
||||
self.object:set_acceleration(vector_new(0,-9.81, 0))
|
||||
return mobs.mob_activate(self, staticdata, def, dtime)
|
||||
end,
|
||||
|
@ -360,8 +357,7 @@ function mobs:register_mob(name, def)
|
|||
return mobs.mob_staticdata(self)
|
||||
end,
|
||||
|
||||
harmed_by_heal = def.harmed_by_heal,
|
||||
|
||||
--harmed_by_heal = def.harmed_by_heal,
|
||||
})
|
||||
|
||||
if minetest_get_modpath("doc_identifier") ~= nil then
|
||||
|
|
|
@ -50,7 +50,13 @@ local state_execution = function(self,dtime)
|
|||
|
||||
if self.state == "stand" then
|
||||
|
||||
print("stand")
|
||||
--do animation
|
||||
mobs.set_mob_animation(self, "stand")
|
||||
|
||||
--set the velocity of the mob
|
||||
mobs.set_velocity(self,0)
|
||||
|
||||
--print("stand")
|
||||
|
||||
elseif self.state == "walk" then
|
||||
|
||||
|
@ -67,7 +73,7 @@ local state_execution = function(self,dtime)
|
|||
end
|
||||
|
||||
--do animation
|
||||
mobs.set_animation(self, "walk")
|
||||
mobs.set_mob_animation(self, "walk")
|
||||
|
||||
--enable rotation locking
|
||||
mobs.movement_rotation_lock(self)
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
local math_pi = math.pi
|
||||
|
||||
-- set defined animation
|
||||
mobs.set_animation = function(self, anim, fixed_frame)
|
||||
mobs.set_mob_animation = function(self, anim, fixed_frame)
|
||||
|
||||
if not self.animation or not anim then
|
||||
return
|
||||
|
@ -11,23 +11,21 @@ mobs.set_animation = function(self, anim, fixed_frame)
|
|||
return
|
||||
end
|
||||
|
||||
self.animation.current = self.animation.current or ""
|
||||
|
||||
--animations break if they are constantly set
|
||||
--so we put this return gate to check if it is
|
||||
--already at the animation we are trying to implement
|
||||
if self.animation.current == anim then
|
||||
return
|
||||
end
|
||||
|
||||
if (not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"]) then
|
||||
return
|
||||
end
|
||||
|
||||
self.animation.current = anim
|
||||
--animations break if they are constantly set
|
||||
--so we put this return gate to check if it is
|
||||
--already at the animation we are trying to implement
|
||||
if self.current_animation == anim then
|
||||
return
|
||||
end
|
||||
|
||||
local a_start = self.animation[anim .. "_start"]
|
||||
local a_end
|
||||
|
||||
if fixed_frame then
|
||||
a_end = a_start
|
||||
else
|
||||
|
@ -39,6 +37,9 @@ mobs.set_animation = function(self, anim, fixed_frame)
|
|||
y = a_end},
|
||||
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
|
||||
0, self.animation[anim .. "_loop"] ~= false)
|
||||
|
||||
|
||||
self.current_animation = anim
|
||||
end
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue