forked from VoxeLibre/VoxeLibre
remove unused functions
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31ef791cfd
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@ -192,31 +192,6 @@ minetest.register_on_leaveplayer(function(player)
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active_particlespawners[pn] = nil
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active_particlespawners[pn] = nil
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end)
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end)
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-----For Water Flowing:
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local enable_physics = function(object, luaentity, ignore_check)
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if luaentity.physical_state == false or ignore_check == true then
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luaentity.physical_state = true
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object:set_properties({
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physical = true
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})
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=DEFAULT_FALL_SPEED,z=0})
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end
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end
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local disable_physics = function(object, luaentity, ignore_check, reset_movement)
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if luaentity.physical_state == true or ignore_check == true then
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luaentity.physical_state = false
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object:set_properties({
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physical = false
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})
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if reset_movement ~= false then
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=0,z=0})
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end
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end
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end
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function mob_class:player_in_active_range()
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function mob_class:player_in_active_range()
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for _,p in pairs(minetest.get_connected_players()) do
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for _,p in pairs(minetest.get_connected_players()) do
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if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end
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if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end
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@ -4659,7 +4634,6 @@ local mob_step = function(self, dtime)
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elseif self._flowing == true then
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elseif self._flowing == true then
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-- Disable flowing physics if not on/in flowing liquid
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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self._flowing = false
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enable_physics(self.object, self, true)
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return
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return
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end
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end
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