forked from VoxeLibre/VoxeLibre
Smooth out mob movement set_velocity more
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@ -229,13 +229,6 @@ end
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-- move mob in facing direction
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-- move mob in facing direction
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local set_velocity = function(self, v)
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local set_velocity = function(self, v)
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--local c_x, c_y = 0, 0
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-- halt mob if it has been ordered to stay
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--if self.order == "stand" then
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--self.object:set_velocity({x = 0, y = 0, z = 0})
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-- return
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--end
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local yaw = (self.yaw or 0)
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local yaw = (self.yaw or 0)
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@ -247,11 +240,19 @@ local set_velocity = function(self, v)
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z = (math_cos(yaw) * v),
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z = (math_cos(yaw) * v),
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}
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}
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local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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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.y = 0
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new_velocity_addition.y = 0
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self.object:add_velocity(new_velocity_addition)
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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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end
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@ -1204,7 +1205,7 @@ function mobs:register_arrow(name, def)
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rotate = def.rotate,
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rotate = def.rotate,
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on_punch = function(self)
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on_punch = function(self)
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local vel = self.object:get_velocity()
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local vel = self.object:get_velocity()
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self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1})
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--self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1})
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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if self.switch == 0
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if self.switch == 0
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