forked from VoxeLibre/VoxeLibre
Fix ghasts horrible collisionbox
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0a8fff6524
commit
5037ec3736
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@ -529,9 +529,12 @@ function mobs:register_arrow(name, def)
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if self.hit_player
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if self.hit_player
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and player:is_player() then
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and player:is_player() then
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if self.hit_player then
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self.hit_player(self, player)
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else
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mobs.arrow_hit(self, player)
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mobs.arrow_hit(self, player)
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end
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print("wow everything is fucked")
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self.object:remove();
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self.object:remove();
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return
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return
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end
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end
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@ -13,13 +13,15 @@ local S = minetest.get_translator("mobs_mc")
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mobs:register_mob("mobs_mc:ghast", {
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mobs:register_mob("mobs_mc:ghast", {
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type = "monster",
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type = "monster",
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spawn_class = "hostile",
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spawn_class = "hostile",
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pathfinding = 1,
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group_attack = true,
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group_attack = true,
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hostile = true,
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hp_min = 10,
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hp_min = 10,
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hp_max = 10,
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hp_max = 10,
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xp_min = 5,
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xp_min = 5,
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xp_max = 5,
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xp_max = 5,
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collisionbox = {-2, 5, -2, 2, 9, 2},
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reach = 60,
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eye_height = 3,
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collisionbox = {-2, 0, -2, 2, 4, 2},
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visual = "mesh",
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visual = "mesh",
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mesh = "mobs_mc_ghast.b3d",
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mesh = "mobs_mc_ghast.b3d",
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textures = {
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textures = {
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@ -35,8 +37,10 @@ mobs:register_mob("mobs_mc:ghast", {
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-- TODO: damage
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-- TODO: damage
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-- TODO: better death
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-- TODO: better death
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},
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},
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walk_velocity = 1.6,
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walk_velocity = 1.6,
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run_velocity = 3.2,
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run_velocity = 3.2,
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drops = {
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drops = {
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{name = mobs_mc.items.gunpowder, chance = 1, min = 0, max = 2, looting = "common"},
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{name = mobs_mc.items.gunpowder, chance = 1, min = 0, max = 2, looting = "common"},
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{name = mobs_mc.items.ghast_tear, chance = 10/6, min = 0, max = 1, looting = "common", looting_ignore_chance = true},
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{name = mobs_mc.items.ghast_tear, chance = 10/6, min = 0, max = 1, looting = "common", looting_ignore_chance = true},
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@ -47,22 +51,21 @@ mobs:register_mob("mobs_mc:ghast", {
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walk_start = 0, walk_end = 40,
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walk_start = 0, walk_end = 40,
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run_start = 0, run_end = 40,
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run_start = 0, run_end = 40,
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},
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},
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fall_damage = 0,
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fall_damage = 0,
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view_range = 100,
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view_range = 100,
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attack_type = "projectile",
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attack_type = "projectile",
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arrow = "mobs_mc:fireball",
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arrow = "mobs_mc:fireball",
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shoot_interval = 3.5,
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shoot_offset = -5,
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dogshoot_switch = 1,
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dogshoot_count_max =1,
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passive = false,
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jump = true,
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jump_height = 4,
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floats=1,
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floats=1,
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fly = true,
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fly = true,
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makes_footstep_sound = false,
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makes_footstep_sound = false,
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instant_death = true,
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fire_resistant = true,
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fire_resistant = true,
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shoot_arrow = function(self, pos, dir)
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-- 2-4 damage per arrow
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local dmg = math.random(2,4)
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mcl_bows.shoot_arrow("mobs_mc:fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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end,
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--[[
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do_custom = function(self)
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do_custom = function(self)
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if self.firing == true then
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if self.firing == true then
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self.base_texture = {"mobs_mc_ghast_firing.png"}
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self.base_texture = {"mobs_mc_ghast_firing.png"}
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@ -72,6 +75,7 @@ mobs:register_mob("mobs_mc:ghast", {
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self.object:set_properties({textures=self.base_texture})
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self.object:set_properties({textures=self.base_texture})
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end
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end
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end,
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end,
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]]--
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})
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})
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@ -102,11 +106,14 @@ mobs:register_arrow("mobs_mc:fireball", {
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if rawget(_G, "armor") and armor.last_damage_types then
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if rawget(_G, "armor") and armor.last_damage_types then
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armor.last_damage_types[player:get_player_name()] = "fireball"
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armor.last_damage_types[player:get_player_name()] = "fireball"
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end
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end
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--[[
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player:punch(self.object, 1.0, {
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player:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 6},
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damage_groups = {fleshy = 6},
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}, nil)
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}, nil)
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mobs:boom(self, self.object:get_pos(), 1, true)
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]]--
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--mobs:boom(self, self.object:get_pos(), 1, true)
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mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
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end,
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end,
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hit_mob = function(self, mob)
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hit_mob = function(self, mob)
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@ -114,11 +121,13 @@ mobs:register_arrow("mobs_mc:fireball", {
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full_punch_interval = 1.0,
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 6},
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damage_groups = {fleshy = 6},
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}, nil)
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}, nil)
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mobs:boom(self, self.object:get_pos(), 1, true)
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--mobs:boom(self, self.object:get_pos(), 1, true)
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mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
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end,
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end,
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hit_node = function(self, pos, node)
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hit_node = function(self, pos, node)
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mobs:boom(self, pos, 1, true)
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--mobs:boom(self, pos, 1, true)
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mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
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end
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end
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})
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})
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