fix and optimize Fleckenstein
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@ -216,34 +216,25 @@ end
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function mob_class:update_roll()
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local is_Fleckenstein = self.nametag == "Fleckenstein"
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local was_Fleckenstein = false
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if not is_Fleckenstein and not self.is_Fleckenstein then return end
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local rot = self.object:get_rotation()
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rot.z = is_Fleckenstein and pi or 0
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rot.z = is_Fleckenstein and PI or 0
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self.object:set_rotation(rot)
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local cbox = table.copy(self.collisionbox)
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local acbox = self.object:get_properties().collisionbox
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if abs(cbox[2] - acbox[2]) > 0.1 then
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was_Fleckenstein = true
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end
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if is_Fleckenstein ~= was_Fleckenstein then
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if is_Fleckenstein ~= self.is_Fleckenstein then
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local pos = self.object:get_pos()
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pos.y = pos.y + (acbox[2] + acbox[5])
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local cbox = is_Fleckenstein and table.copy(self.collisionbox) or self.object:get_properties().collisionbox
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pos.y = pos.y + (cbox[2] + cbox[5])
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cbox[2], cbox[5] = -cbox[5], -cbox[2]
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-- This leads to child mobs having the wrong collisionbox
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-- and seeing as it seems to be nothing but an easter egg
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-- i've put it inside the if. Which just makes it be upside
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-- down lol.
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self.object:set_properties({collisionbox = cbox})
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self.object:set_pos(pos)
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end
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if is_Fleckenstein then
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cbox[2], cbox[5] = -cbox[5], -cbox[2]
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self.object:set_properties({collisionbox = cbox})
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-- This leads to child mobs having the wrong collisionbox
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-- and seeing as it seems to be nothing but an easter egg
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-- i've put it inside the if. Which just makes it be upside
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-- down lol.
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end
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self.is_Fleckenstein = is_Fleckenstein
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end
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-- Relative turn, primarily for random turning
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