forked from VoxeLibre/VoxeLibre
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@ -139,7 +139,7 @@ local mob_sound = function(self, soundname, is_opinion, fixed_pitch)
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end
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end
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end
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end
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-- Reeturn true if object is in view_range
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-- Return true if object is in view_range
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local function object_in_range(self, object)
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local function object_in_range(self, object)
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if not object then
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if not object then
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return false
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return false
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@ -158,11 +158,9 @@ local function object_in_range(self, object)
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else
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else
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dist = self.view_range
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dist = self.view_range
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end
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end
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if vector.distance(self.object:get_pos(), object:get_pos()) > dist then
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return false
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local p1, p2 = self.object:get_pos(), object:get_pos()
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else
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return p1 and p2 and (vector.distance(p1, p2) <= dist)
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return true
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end
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end
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end
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-- attack player/mob
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-- attack player/mob
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@ -710,18 +708,23 @@ end
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-- check if within physical map limits (-30911 to 30927)
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-- check if within physical map limits (-30911 to 30927)
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local within_limits = function(pos, radius)
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local within_limits, wmin, wmax = nil, -30913, 30928
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within_limits = function(pos, radius)
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if (pos.x - radius) > -30913
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if mcl_vars then
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and (pos.x + radius) < 30928
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if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
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and (pos.y - radius) > -30913
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wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
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and (pos.y + radius) < 30928
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within_limits = function(pos, radius)
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and (pos.z - radius) > -30913
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return pos
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and (pos.z + radius) < 30928 then
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and (pos.x - radius) > wmin and (pos.x + radius) < wmax
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return true -- within limits
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and (pos.y - radius) > wmin and (pos.y + radius) < wmax
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and (pos.z - radius) > wmin and (pos.z + radius) < wmax
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end
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end
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end
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return false -- beyond limits
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end
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return pos
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and (pos.x - radius) > wmin and (pos.x + radius) < wmax
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and (pos.y - radius) > wmin and (pos.y + radius) < wmax
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and (pos.z - radius) > wmin and (pos.z + radius) < wmax
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end
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end
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@ -2222,10 +2225,8 @@ local do_states = function(self, dtime)
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-- attack routines (explode, dogfight, shoot, dogshoot)
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-- attack routines (explode, dogfight, shoot, dogshoot)
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elseif self.state == "attack" then
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elseif self.state == "attack" then
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-- calculate distance from mob and enemy
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local s = self.object:get_pos()
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local s = self.object:get_pos()
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local p = self.attack:get_pos() or s
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local p = self.attack:get_pos() or s
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local dist = vector.distance(p, s)
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-- stop attacking if player invisible or out of range
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-- stop attacking if player invisible or out of range
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if not self.attack
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if not self.attack
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@ -2246,6 +2247,9 @@ local do_states = function(self, dtime)
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return
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return
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end
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end
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-- calculate distance from mob and enemy
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local dist = vector.distance(p, s)
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if self.attack_type == "explode" then
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if self.attack_type == "explode" then
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local vec = {
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local vec = {
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