forked from VoxeLibre/VoxeLibre
Add in chicken slow falling
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0895666407
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@ -355,6 +355,7 @@ function mobs:register_mob(name, def)
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hostile_cooldown = def.hostile_cooldown or 15,
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hostile_cooldown = def.hostile_cooldown or 15,
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tilt_fly = def.tilt_fly,
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tilt_fly = def.tilt_fly,
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tilt_swim = def.tilt_swim,
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tilt_swim = def.tilt_swim,
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fall_slow = def.fall_slow,
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-- End of MCL2 extensions
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-- End of MCL2 extensions
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on_spawn = def.on_spawn,
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on_spawn = def.on_spawn,
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@ -1,5 +1,7 @@
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local math_random = math.random
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local math_random = math.random
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local math_pi = math.pi
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local math_pi = math.pi
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local math_floor = math.floor
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local math_round = math.round
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local vector_multiply = vector.multiply
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local vector_multiply = vector.multiply
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local vector_add = vector.add
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local vector_add = vector.add
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@ -22,6 +24,12 @@ local quick_rotate = 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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--a simple helper function for rounding
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--http://lua-users.org/wiki/SimpleRound
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function round2(num, numDecimalPlaces)
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return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num))
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end
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--[[
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--[[
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_ _
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_ _
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@ -89,6 +97,21 @@ local land_state_execution = function(self,dtime)
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float_now = true
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float_now = true
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end
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end
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--make slow falling mobs fall slow
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if self.fall_slow then
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if self.object:get_velocity().y < 0 then
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--lua is acting really weird so we have to help it
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if round2(self.object:get_acceleration().y, 1) == -self.gravity then
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self.object:set_acceleration(vector_new(0,0,0))
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mobs.mob_fall_slow(self)
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end
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else
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if round2(self.object:get_acceleration().y, 1) == 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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end
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if self.state == "stand" then
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if self.state == "stand" then
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--do animation
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--do animation
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@ -113,8 +113,36 @@ mobs.jump = function(self, velocity)
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self.object:add_velocity(vector_new(0,velocity,0))
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self.object:add_velocity(vector_new(0,velocity,0))
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end
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end
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--make mobs fall slowly
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mobs.mob_fall_slow = function(self)
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local current_velocity = self.object:get_velocity()
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local goal_velocity = {
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x = 0,
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y = -2,
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z = 0,
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}
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local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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new_velocity_addition.x = 0
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new_velocity_addition.z = 0
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if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
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vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
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end
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new_velocity_addition.x = 0
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new_velocity_addition.z = 0
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--smooths out mobs a bit
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if vector_length(new_velocity_addition) >= 0.0001 then
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self.object:add_velocity(new_velocity_addition)
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end
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end
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--[[
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--[[
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@ -18,6 +18,7 @@ mobs:register_mob("mobs_mc:chicken", {
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xp_max = 3,
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xp_max = 3,
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collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2},
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collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2},
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runaway = true,
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runaway = true,
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fall_slow = true,
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floats = 1,
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floats = 1,
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visual = "mesh",
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visual = "mesh",
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mesh = "mobs_mc_chicken.b3d",
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mesh = "mobs_mc_chicken.b3d",
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