forked from VoxeLibre/VoxeLibre
Tweaked code layout as per review comments
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f705571dff
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@ -84,6 +84,7 @@ local hoglin = {
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else
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self._zombie_transform_timer = nil
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end
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if self._zombie_transform_timer and self._zombie_transform_timer >= 15 then
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local zog = minetest.add_entity(self.object:get_pos(), "mobs_mc:zoglin")
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zog:set_rotation(self.object:get_rotation())
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@ -130,6 +131,7 @@ baby_hoglin.do_custom = function(self, dtime)
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else
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self._zombie_transform_timer = nil
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end
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if self._zombie_transform_timer and self._zombie_transform_timer >= 15 then
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local zog = minetest.add_entity(self.object:get_pos(), "mobs_mc:baby_zoglin")
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zog:set_rotation(self.object:get_rotation())
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@ -109,6 +109,7 @@ local piglin = {
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else
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self._zombie_transform_timer = nil
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end
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if self._zombie_transform_timer and self._zombie_transform_timer >= 15 then
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local zog = minetest.add_entity(self.object:get_pos(), "mobs_mc:zombified_piglin")
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zog:set_rotation(self.object:get_rotation())
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@ -116,6 +117,7 @@ local piglin = {
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self.object:remove()
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return
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end
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if self.trading == true then
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self.state = "trading"
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self.object:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,-20,18))
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@ -376,6 +378,7 @@ piglin_brute.do_custom = function(self, dtime)
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else
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self._zombie_transform_timer = nil
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end
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if self._zombie_transform_timer and self._zombie_transform_timer >= 15 then
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local zog = minetest.add_entity(self.object:get_pos(), "mobs_mc:zombified_piglin")
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zog:set_rotation(self.object:get_rotation())
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@ -863,33 +863,30 @@ mcl_potions.register_effect({
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return not object:is_player() and not object:get_luaentity().is_mob
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end,
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on_start = function(object, factor)
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if object:is_player() then
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object:set_lighting({
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saturation = -1.0,
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})
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end
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if not object:is_player() then return end
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object:set_lighting({
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saturation = -1.0,
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})
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end,
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on_hit_timer = function(object, factor, duration)
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if object:is_player() then
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if EF.nausea[object].high then
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_high", factor)
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mcl_fovapi.apply_modifier(object, "mcl_potions:nausea_low", factor)
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EF.nausea[object].high = false
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else
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mcl_fovapi.apply_modifier(object, "mcl_potions:nausea_high", factor)
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_low", factor)
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EF.nausea[object].high = true
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end
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if not object:is_player() then return end
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if EF.nausea[object].high then
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_high", factor)
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mcl_fovapi.apply_modifier(object, "mcl_potions:nausea_low", factor)
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EF.nausea[object].high = false
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else
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mcl_fovapi.apply_modifier(object, "mcl_potions:nausea_high", factor)
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_low", factor)
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EF.nausea[object].high = true
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end
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end,
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on_end = function(object)
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if object:is_player() then
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object:set_lighting({
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saturation = 1.0,
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})
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_high")
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_low")
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end
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if not object:is_player() then return end
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object:set_lighting({
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saturation = 1.0,
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})
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_high")
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_low")
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end,
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particle_color = "#60AA30",
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uses_factor = true,
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