forked from VoxeLibre/VoxeLibre
Integrate more switches into internal api elements of head code
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@ -368,15 +368,39 @@ function mobs:register_mob(name, def)
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--head code variables
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--defaults are for the cow's default
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--because I don't know what else to set them
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--to :P
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has_head = def.has_head or false,
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head_bone = def.head_bone,
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--you must use these to adjust the mob's head positions
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--has_head is used as a logic gate (quick easy check)
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has_head = def.has_head or false,
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--head_bone is the actual bone in the model which the head
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--is attached to for animation
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head_bone = def.head_bone or "head",
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--this part controls the base position of the head calculations
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--localized to the mob's visual yaw when gotten (self.object:get_yaw())
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--you can enable the debug in /mob_functions/head_logic.lua by uncommenting the
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--particle spawner code
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head_height_offset = def.head_height_offset or 1.0525,
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head_direction_offset = def.head_direction_offset or 0.5,
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--this part controls the visual of the head
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head_bone_pos_y = def.head_bone_pos_y or 3.6,
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head_bone_pos_z = def.head_bone_pos_z or -0.6,
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--these variables are switches in case the model
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--moves the wrong way
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swap_y_with_x = def.swap_y_with_x or false,
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reverse_head_yaw = def.reverse_head_yaw or false,
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--END HEAD CODE VARIABLES
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--end j4i stuff
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-- MCL2 extensions
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@ -832,8 +832,11 @@ mobs.mob_step = function(self, dtime)
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--DEBUG TIME!
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--REMEMBER TO MOVE THIS AFTER DEATH CHECK
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mobs.do_head_logic(self,dtime)
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if self.has_head then
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mobs.do_head_logic(self,dtime)
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end
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@ -855,9 +858,6 @@ mobs.mob_step = function(self, dtime)
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end
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end
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--make it so mobs do not glitch out when walking around/jumping
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mobs.swap_auto_step_height_adjust(self)
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--color modifier which coincides with the pause_timer
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if self.old_health and self.health < self.old_health then
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self.object:set_texture_mod("^[colorize:red:120")
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@ -895,9 +895,6 @@ mobs.mob_step = function(self, dtime)
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mobs.random_sound_handling(self,dtime)
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--mobs drowning mechanic
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if not self.breathes_in_water then
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@ -1112,6 +1109,9 @@ mobs.mob_step = function(self, dtime)
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return false
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end
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--make it so mobs do not glitch out when walking around/jumping
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mobs.swap_auto_step_height_adjust(self)
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-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
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if self.pushable then
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@ -24,14 +24,8 @@ mobs.do_head_logic = function(self,dtime)
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local body_dir = minetest.yaw_to_dir(body_yaw)
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--needs to be INTERNAL(API)
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self.head_height_offset = 1.0525
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pos.y = pos.y + self.head_height_offset
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--needs to be INTERNAL (API)
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self.head_direction_offset = 0.5
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local head_offset = vector.multiply(body_dir, self.head_direction_offset)
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pos = vector.add(pos, head_offset)
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@ -52,12 +46,9 @@ mobs.do_head_logic = function(self,dtime)
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local bone_pos = vector_new(0,0,0)
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--needs to be INTERNAL (API)
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--(horizontal)
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bone_pos.y = self.head_bone_pos_y
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--needs to be INTERNAL (API)
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--(vertical)
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bone_pos.z = self.head_bone_pos_z
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@ -84,6 +84,16 @@ local cow_def = {
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follow = mobs_mc.items.wheat,
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view_range = 10,
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fear_height = 4,
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--head code
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has_head = true,
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head_bone = "head",
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swap_y_with_x = false,
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reverse_head_yaw = false,
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head_bone_pos_y = 3.6,
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head_bone_pos_z = -0.6,
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head_height_offset = 1.0525,
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head_direction_offset = 0.5,
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}
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mobs:register_mob("mobs_mc:cow", cow_def)
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@ -54,8 +54,14 @@ mobs:register_mob("mobs_mc:creeper", {
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stop_to_explode = true,
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--head code
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has_head = true,
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head_bone = "head",
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swap_y_with_x = true,
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reverse_head_yaw = true,
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head_bone_pos_y = 3.6,
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head_bone_pos_z = -0.6,
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head_height_offset = 1.0525,
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head_direction_offset = 0.5,
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-- Force-ignite creeper with flint and steel and explode after 1.5 seconds.
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-- TODO: Make creeper flash after doing this as well.
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