forked from VoxeLibre/VoxeLibre
master #1
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@ -74,6 +74,18 @@ function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
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return false
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end
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-- While we should always favour the new minetest vector functions such as vector.new or vector.offset which validate on
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-- creation. There may be cases where state gets corrupted and we may have to check the vector is valid if created the
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-- old way. This allows us to do this as a tactical solution until old style vectors are completely removed.
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function mcl_util.validate_vector (vect)
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if vect then
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if tonumber(vect.x) and tonumber(vect.y) and tonumber(vect.z) then
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return true
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end
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end
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return false
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end
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-- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4
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-- This function has been known to fail in multiple places so the error handling is added increase safety and improve
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-- debugging. See:
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@ -1,5 +1,7 @@
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local math, tonumber, vector, minetest, mcl_mobs = math, tonumber, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local validate_vector = mcl_util.validate_vector
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local active_particlespawners = {}
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local DEFAULT_FALL_SPEED = -9.81*1.5
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@ -9,16 +11,6 @@ local PATHFINDING = "gowp"
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local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
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if player_transfer_distance == 0 then player_transfer_distance = math.huge end
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local function validate_vector (vect)
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if vect then
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if tonumber(vect.x) and tonumber(vect.y) and tonumber(vect.z) then
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return true
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end
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end
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return false
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end
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-- custom particle effects
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function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
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@ -1,5 +1,6 @@
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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local validate_vector = mcl_util.validate_vector
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local ENTITY_CRAMMING_MAX = 24
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local CRAMMING_DAMAGE = 3
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@ -355,7 +356,7 @@ function mob_class:set_yaw(yaw, delay, dtime)
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if math.abs(target_shortest_path_nums) > 10 then
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self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
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if self.acc then
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if validate_vector(self.acc) then
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self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
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end
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end
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