Implement basics of head movement and fix walking mobs flying away after floating
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@ -165,6 +165,7 @@ dofile(api_path .. "death_logic.lua")
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dofile(api_path .. "mob_effects.lua")
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dofile(api_path .. "projectile_handling.lua")
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dofile(api_path .. "breeding.lua")
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dofile(api_path .. "head_logic.lua")
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mobs.spawning_mobs = {}
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@ -362,9 +363,14 @@ function mobs:register_mob(name, def)
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ignores_cobwebs = def.ignores_cobwebs,
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breath = def.breath_max or 6,
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--random_sound_timer = 0,
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random_sound_timer_min = 3,
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random_sound_timer_max = 10,
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--head code variables
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has_head = def.has_head or false,
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head_bone = def.head_bone,
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--end j4i stuff
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-- MCL2 extensions
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@ -371,6 +371,8 @@ local land_state_execution = function(self,dtime)
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if float_now then
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mobs.float(self)
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elseif self.object:get_acceleration().y == 0 then
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self.object:set_acceleration(vector_new(0,-self.gravity,0))
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end
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end
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@ -817,6 +819,17 @@ mobs.mob_step = function(self, dtime)
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return false
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end
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--DEBUG TIME!
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mobs.do_head_logic(self)
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--if true then--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
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-- return
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--end
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--despawn mechanism
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--don't despawned tamed or bred mobs
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if not self.tamed and not self.bred then
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@ -1101,13 +1114,19 @@ mobs.mob_step = function(self, dtime)
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mobs.stick_in_cobweb(self)
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self.was_stuck_in_cobweb = true
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else
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--do not override other functions
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if self.was_stuck_in_cobweb == true then
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--return the mob back to normal
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self.was_stuck_in_cobweb = nil
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if self.object:get_acceleration().y == 0 and not self.swim and not self.fly then
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self.object:set_acceleration(vector_new(0,-self.gravity,0))
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end
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end
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end
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end
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self.old_velocity = self.object:get_velocity()
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self.old_pos = self.object:get_pos()
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@ -0,0 +1,8 @@
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mobs.do_head_logic = function(self)
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local yaw = self.object:get_yaw()
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end
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