forked from VoxeLibre/VoxeLibre
Remove unneeded comments
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@ -145,7 +145,7 @@ end
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local integer_test = {-1,1}
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local collision = function(self)
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--[[
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local pos = self.object:get_pos()
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--do collision detection from the base of the mob
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@ -210,78 +210,23 @@ local collision = function(self)
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dir.z = dir.z + ((math_random()/10)*integer_test[math.random(1,2)])
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end
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---- JUST MAKE THIS DIR FROM NOW ON --- FIX MEEEEE
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local velocity = dir--vector.multiply(dir,1.1)
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local velocity = dir
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--local velocity = vector.normalize(dir)
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--0.5 is the max force multiplier
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local force = 0.5 - (0.5 * distance / (collision_boundary + object_collision_boundary))
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local force = 1 - (1 * distance / (collision_boundary + object_collision_boundary))
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local vel1 = vector.multiply(velocity, -1)
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local vel2 = velocity
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local vel1 = vector.multiply(velocity, -1.5)
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local vel2 = vector.multiply(velocity, 1.5)
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vel1 = vector.multiply(vel1, force)
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vel2 = vector.multiply(vel2, force)
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local current_mob_velocity = self.object:get_velocity()
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--if vector_length(current_mob_velocity) <= 1 then
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--self.object:add_velocity(vel1)
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--end
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--reenable fire spreading eventually
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if object:is_player() then
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print("there is something seriously wrong here")
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--local current_vel = object:get_velocity()
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--print(vector.length(current_vel))
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--local new_vel = vector.subtract(vel2, current_vel)
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--new_vel.y = 0
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--if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
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--object:add_velocity(new_vel)
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--end
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--if self.on_fire then
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-- start_fire(object)
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--end
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--if is_player_on_fire(object) then
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-- start_fire(self.object)
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--end
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--else
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--local current_vel = object:get_velocity()
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--local new_vel = vector.subtract(vel2, current_vel)
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--new_vel.y = 0
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-- if math.abs(current_vel.x) < 2 and math.abs(current_vel.z) < 2 then
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--object:add_velocity(new_vel)
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-- end
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--if self.on_fire then
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-- start_fire(object)
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--end
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--if object:get_luaentity().on_fire then
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-- start_fire(self.object)
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--end
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end
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self.object:add_velocity(vel1)
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object:add_velocity(vel2)
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end
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end
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end
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]]--
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end
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