forked from VoxeLibre/VoxeLibre
Merge pull request 'Fix mob drowning for parrots, fix client side guessing causing mobs to appear to drop when stuck floating under nodes' (#1648) from jordan4ibanez/MineClone2:mineclone5 into mineclone5
Reviewed-on: MineClone2/MineClone2#1648
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commit
608958e17a
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@ -165,6 +165,7 @@ dofile(api_path .. "death_logic.lua")
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dofile(api_path .. "mob_effects.lua")
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dofile(api_path .. "projectile_handling.lua")
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dofile(api_path .. "breeding.lua")
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dofile(api_path .. "head_logic.lua")
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mobs.spawning_mobs = {}
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@ -362,9 +363,14 @@ function mobs:register_mob(name, def)
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ignores_cobwebs = def.ignores_cobwebs,
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breath = def.breath_max or 6,
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--random_sound_timer = 0,
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random_sound_timer_min = 3,
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random_sound_timer_max = 10,
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--head code variables
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has_head = def.has_head or false,
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head_bone = def.head_bone,
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--end j4i stuff
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-- MCL2 extensions
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@ -371,6 +371,8 @@ local land_state_execution = function(self,dtime)
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if float_now then
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mobs.float(self)
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elseif self.object:get_acceleration().y == 0 then
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self.object:set_acceleration(vector_new(0,-self.gravity,0))
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end
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end
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@ -817,6 +819,17 @@ mobs.mob_step = function(self, dtime)
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return false
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end
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--DEBUG TIME!
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mobs.do_head_logic(self)
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--if true then--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
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-- return
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--end
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--despawn mechanism
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--don't despawned tamed or bred mobs
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if not self.tamed and not self.bred then
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@ -1101,13 +1114,19 @@ mobs.mob_step = function(self, dtime)
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mobs.stick_in_cobweb(self)
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self.was_stuck_in_cobweb = true
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else
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--do not override other functions
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if self.was_stuck_in_cobweb == true then
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--return the mob back to normal
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self.was_stuck_in_cobweb = nil
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if self.object:get_acceleration().y == 0 and not self.swim and not self.fly then
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self.object:set_acceleration(vector_new(0,-self.gravity,0))
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end
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end
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end
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end
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self.old_velocity = self.object:get_velocity()
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self.old_pos = self.object:get_pos()
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@ -0,0 +1,8 @@
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mobs.do_head_logic = function(self)
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local yaw = self.object:get_yaw()
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end
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@ -38,6 +38,10 @@ end
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--this is a generic float function
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mobs.float = function(self)
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if self.object:get_acceleration().y ~= 0 then
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self.object:set_acceleration(vector_new(0,0,0))
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end
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local current_velocity = self.object:get_velocity()
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local goal_velocity = {
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@ -20,7 +20,8 @@ mobs:register_mob("mobs_mc:parrot", {
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xp_min = 1,
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xp_max = 3,
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tilt_fly = true,
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collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.89, 0.25},
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collisionbox = {-0.25, 0, -0.25, 0.25, 0.9, 0.25},
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eye_height = 0.45,
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visual = "mesh",
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mesh = "mobs_mc_parrot.b3d",
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textures = {{"mobs_mc_parrot_blue.png"},{"mobs_mc_parrot_green.png"},{"mobs_mc_parrot_grey.png"},{"mobs_mc_parrot_red_blue.png"},{"mobs_mc_parrot_yellow_blue.png"}},
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