forked from VoxeLibre/VoxeLibre
Reorder on_step calls
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4b9482cb09
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@ -366,8 +366,7 @@ function mob_class:on_step(dtime)
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if self:outside_limits() then return end
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if self:outside_limits() then return end
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-- Start: Death/damage processing
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-- Start: Death/damage processing
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-- All damage needs to be undertaken at the start.
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-- All damage needs to be undertaken at the start. We need to exit processing if the mob dies.
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-- We need to exit processing if the mob dies.
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if self:check_death_and_slow_mob() then
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if self:check_death_and_slow_mob() then
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--minetest.log("action", "Mob is dying: ".. tostring(self.name))
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--minetest.log("action", "Mob is dying: ".. tostring(self.name))
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-- Do we abandon out of here now?
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-- Do we abandon out of here now?
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@ -378,8 +377,7 @@ function mob_class:on_step(dtime)
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if not self.fire_resistant then
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if not self.fire_resistant then
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mcl_burning.tick(self.object, dtime, self)
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mcl_burning.tick(self.object, dtime, self)
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-- mcl_burning.tick may remove object immediately
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if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately
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if not self.object:get_pos() then return end
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if self:check_for_death("fire", {type = "fire"}) then
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if self:check_for_death("fire", {type = "fire"}) then
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return true
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return true
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@ -394,38 +392,35 @@ function mob_class:on_step(dtime)
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self:check_water_flow()
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self:check_water_flow()
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self:env_danger_movement_checks (dtime)
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self:env_danger_movement_checks (dtime)
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if mobs_debug then self:update_tag() end
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self:follow_flop() -- Mob following code.
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self:follow_flop() -- Mob following code.
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self:set_animation_speed() -- set animation speed relitive to velocity
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self:set_animation_speed() -- set animation speed relative to velocity
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self:check_smooth_rotation(dtime)
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self:check_smooth_rotation(dtime)
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self:check_head_swivel(dtime)
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self:check_head_swivel(dtime)
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if self.jump_sound_cooloff > 0 then
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if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
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self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
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end
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self:do_jump()
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self:do_jump()
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self:set_armor_texture()
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self:check_runaway_from()
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self:check_runaway_from()
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self:monster_attack()
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self:monster_attack()
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self:npc_attack()
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self:npc_attack()
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self:check_breeding()
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self:check_aggro(dtime)
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self:check_aggro(dtime)
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-- run custom function (defined in mob lua file)
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self:check_breeding()
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if self.do_custom then
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if self.do_custom(self, dtime) == false then
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self:check_item_pickup()
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return
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self:set_armor_texture()
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end
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end
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if self.do_custom and self.do_custom(self, dtime) == false then return end
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if update_timers(self, dtime) then return end
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if update_timers(self, dtime) then return end
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self:check_particlespawners(dtime)
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self:check_particlespawners(dtime)
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self:check_item_pickup()
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if self:env_damage (dtime, pos) then return end
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if self:do_states(dtime) then return end
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if self.opinion_sound_cooloff > 0 then
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if self.opinion_sound_cooloff > 0 then
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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@ -437,6 +432,8 @@ function mob_class:on_step(dtime)
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if self:do_states(dtime) then return end
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if self:do_states(dtime) then return end
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if mobs_debug then self:update_tag() end
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if not self.object:get_luaentity() then
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if not self.object:get_luaentity() then
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return false
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return false
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end
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end
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@ -239,9 +239,15 @@ function mob_class:is_at_water_danger()
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return false
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return false
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end
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end
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local yaw = self.object:get_yaw()
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local yaw = self.object:get_yaw()
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local pos = self.object:get_pos()
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if not yaw or not pos then
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return
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end
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
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local pos = self.object:get_pos()
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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local free_fall, blocker = minetest.line_of_sight(
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local free_fall, blocker = minetest.line_of_sight(
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