forked from VoxeLibre/VoxeLibre
Reorganize all mob sections into multiple files
This commit is contained in:
parent
5155d12d05
commit
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,204 @@
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local math_random = math.random
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-- execute current state (stand, walk, run, attacks)
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-- returns true if mob has died
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local do_states = function(self, dtime)
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local yaw = self.object:get_yaw() or 0
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self.state_timer = self.state_timer - dtime
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if self.state_timer <= 0 then
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self.state_timer = math.random(0,2) + math.random()
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--let's do a random state
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self.yaw = (math_random() * (math.pi * 2))
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end
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mobs.set_velocity(self,1)
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end
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mobs.mob_step = function(self, dtime)
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--do not continue if non-existent
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if not self or not self.object or not self.object:get_luaentity() then
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return false
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end
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--print(self.object:get_yaw())
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--if self.state == "die" then
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-- print("need custom die stop moving thing")
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-- return
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--end
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do_states(self, dtime)
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mobs.movement_rotation_lock(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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mobs.collision(self)
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end
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--if not self.fire_resistant then
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-- mcl_burning.tick(self.object, dtime)
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--end
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--if use_cmi then
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--cmi.notify_step(self.object, dtime)
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--end
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--local pos = self.object:get_pos()
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--local yaw = 0
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--if mobs_debug then
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--update_tag(self)
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--end
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--if self.jump_sound_cooloff > 0 then
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-- self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
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--end
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--if self.opinion_sound_cooloff > 0 then
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-- self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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--end
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--if falling(self, pos) then
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-- Return if mob died after falling
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-- return
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--end
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-- run custom function (defined in mob lua file)
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--if self.do_custom then
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-- when false skip going any further
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--if self.do_custom(self, dtime) == false then
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-- return
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--end
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--end
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-- knockback timer
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--if self.pause_timer > 0 then
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-- self.pause_timer = self.pause_timer - dtime
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-- return
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--end
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-- attack timer
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--self.timer = self.timer + dtime
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--[[
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if self.state ~= "attack" then
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if self.timer < 1 then
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print("returning>>error code 1")
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return
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end
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self.timer = 0
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end
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]]--
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-- never go over 100
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--if self.timer > 100 then
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-- self.timer = 1
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--end
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-- mob plays random sound at times
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--if math_random(1, 70) == 1 then
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-- mob_sound(self, "random", true)
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--end
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-- environmental damage timer (every 1 second)
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--self.env_damage_timer = self.env_damage_timer + dtime
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--if (self.state == "attack" and self.env_damage_timer > 1)
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--or self.state ~= "attack" then
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--
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-- self.env_damage_timer = 0
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--
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-- -- check for environmental damage (water, fire, lava etc.)
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-- if do_env_damage(self) then
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-- return
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-- end
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--
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-- node replace check (cow eats grass etc.)
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-- replace(self, pos)
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--end
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--monster_attack(self)
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--npc_attack(self)
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--breed(self)
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--do_jump(self)
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--runaway_from(self)
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--if is_at_water_danger(self) and self.state ~= "attack" then
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-- if math_random(1, 10) <= 6 then
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-- set_velocity(self, 0)
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-- self.state = "stand"
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-- set_animation(self, "stand")
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-- yaw = yaw + math_random(-0.5, 0.5)
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-- yaw = set_yaw(self, yaw, 8)
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-- end
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--end
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-- Add water flowing for mobs from mcl_item_entity
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--[[
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local p, node, nn, def
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p = self.object:get_pos()
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node = minetest_get_node_or_nil(p)
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if node then
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nn = node.name
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def = minetest_registered_nodes[nnenable_physicss if not on/in flowing liquid
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self._flowing = false
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enable_physics(self.object, self, true)
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return
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end
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--Mob following code.
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follow_flop(self)
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if is_at_cliff_or_danger(self) then
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set_velocity(self, 0)
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self.state = "stand"
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set_animation(self, "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = set_yaw(self, yaw + 0.78, 8)
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end
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-- Despawning: when lifetimer expires, remove mob
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if remove_far
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and self.can_despawn == true
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and ((not self.nametag) or (self.nametag == ""))
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and self.state ~= "attack"
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and self.following == nil then
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self.lifetimer = self.lifetimer - dtime
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if self.despawn_immediately or self.lifetimer <= 0 then
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minetest.log("action", "Mob "..self.name.." despawns in mob_step at "..minetest.pos_to_string(pos, 1))
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mcl_burning.extinguish(self.object)
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self.object:remove()
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elseif self.lifetimer <= 10 then
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if math_random(10) < 4 then
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self.despawn_immediately = true
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else
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self.lifetimer = 20
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end
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end
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end
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]]--
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end
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@ -0,0 +1,105 @@
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local math_pi = math.pi
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local math_sin = math.sin
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local math_cos = math.cos
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-- set defined animation
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local set_animation = function(self, anim, fixed_frame)
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if not self.animation or not anim then
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return
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end
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if self.state == "die" and anim ~= "die" and anim ~= "stand" then
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return
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end
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self.animation.current = self.animation.current or ""
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if (anim == self.animation.current
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or not self.animation[anim .. "_start"]
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or not self.animation[anim .. "_end"]) and self.state ~= "die" then
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return
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end
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self.animation.current = anim
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local a_start = self.animation[anim .. "_start"]
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local a_end
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if fixed_frame then
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a_end = a_start
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else
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a_end = self.animation[anim .. "_end"]
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end
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self.object:set_animation({
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x = a_start,
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y = a_end},
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
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0, self.animation[anim .. "_loop"] ~= false)
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end
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-- above function exported for mount.lua
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function mobs:set_animation(self, anim)
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set_animation(self, anim)
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end
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mobs.death_effect = function(pos, yaw, collisionbox, rotate)
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local min, max
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if collisionbox then
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min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
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max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
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else
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min = { x = -0.5, y = 0, z = -0.5 }
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max = { x = 0.5, y = 0.5, z = 0.5 }
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end
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if rotate then
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min = vector.rotate(min, {x=0, y=yaw, z=math_pi/2})
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max = vector.rotate(max, {x=0, y=yaw, z=math_pi/2})
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min, max = vector.sort(min, max)
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min = vector.multiply(min, 0.5)
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max = vector.multiply(max, 0.5)
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end
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minetest_add_particlespawner({
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amount = 50,
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time = 0.001,
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minpos = vector.add(pos, min),
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maxpos = vector.add(pos, max),
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minvel = vector.new(-5,-5,-5),
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maxvel = vector.new(5,5,5),
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minexptime = 1.1,
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maxexptime = 1.5,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
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})
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minetest_sound_play("mcl_mobs_mob_poof", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 8,
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}, true)
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end
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--this allows auto facedir rotation while making it so mobs
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--don't look like wet noodles flopping around
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mobs.movement_rotation_lock = function(self)
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local current_engine_yaw = self.object:get_yaw()
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local current_lua_yaw = self.yaw
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if current_engine_yaw > math.pi * 2 then
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current_engine_yaw = current_engine_yaw - (math.pi * 2)
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end
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if math.abs(current_engine_yaw - current_lua_yaw) <= 0.05 and self.object:get_properties().automatic_face_movement_dir then
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self.object:set_properties{automatic_face_movement_dir = false}
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elseif math.abs(current_engine_yaw - current_lua_yaw) > 0.05 and self.object:get_properties().automatic_face_movement_dir == false then
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self.object:set_properties{automatic_face_movement_dir = self.rotate}
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end
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end
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@ -0,0 +1,84 @@
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local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
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local integer_test = {-1,1}
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mobs.collision = function(self)
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local pos = self.object:get_pos()
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--do collision detection from the base of the mob
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local collisionbox = self.object:get_properties().collisionbox
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pos.y = pos.y + collisionbox[2]
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local collision_boundary = collisionbox[4]
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local radius = collision_boundary
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if collisionbox[5] > collision_boundary then
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radius = collisionbox[5]
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end
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local collision_count = 0
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for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do
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if object and object ~= self.object and (object:is_player() or object:get_luaentity()._cmi_is_mob == true) then--and
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--don't collide with rider, rider don't collide with thing
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--(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
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--(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
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--stop infinite loop
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collision_count = collision_count + 1
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if collision_count > 100 then
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break
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end
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local pos2 = object:get_pos()
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local object_collisionbox = object:get_properties().collisionbox
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pos2.y = pos2.y + object_collisionbox[2]
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local object_collision_boundary = object_collisionbox[4]
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--this is checking the difference of the object collided with's possision
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--if positive top of other object is inside (y axis) of current object
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local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
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local y_top_diff = (pos.y + collisionbox[5]) - pos2.y
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local distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
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if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
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local dir = vector.direction(pos,pos2)
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dir.y = 0
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--eliminate mob being stuck in corners
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if dir.x == 0 and dir.z == 0 then
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--slightly adjust mob position to prevent equal length
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--corner/wall sticking
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dir.x = dir.x + ((math_random()/10)*integer_test[math.random(1,2)])
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dir.z = dir.z + ((math_random()/10)*integer_test[math.random(1,2)])
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end
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local velocity = dir
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--0.5 is the max force multiplier
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local force = 0.5 - (0.5 * distance / (collision_boundary + object_collision_boundary))
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local vel1 = vector.multiply(velocity, -1.5)
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local vel2 = vector.multiply(velocity, 1.5)
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vel1 = vector.multiply(vel1, force)
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vel2 = vector.multiply(vel2, force)
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self.object:add_velocity(vel1)
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object:add_velocity(vel2)
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end
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end
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end
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end
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@ -0,0 +1,12 @@
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-- default function when mobs are blown up with TNT
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local do_tnt = function(obj, damage)
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obj.object:punch(obj.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = damage},
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}, nil)
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return false, true, {}
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end
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@ -0,0 +1,39 @@
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-- Code to execute before custom on_rightclick handling
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local on_rightclick_prefix = function(self, clicker)
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local item = clicker:get_wielded_item()
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-- Name mob with nametag
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if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then
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local tag = item:get_meta():get_string("name")
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if tag ~= "" then
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if string.len(tag) > MAX_MOB_NAME_LENGTH then
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tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH)
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end
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self.nametag = tag
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update_tag(self)
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if not mobs.is_creative(clicker:get_player_name()) then
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item:take_item()
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clicker:set_wielded_item(item)
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end
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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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mobs.create_mob_on_rightclick = function(on_rightclick)
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return function(self, clicker)
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local stop = on_rightclick_prefix(self, clicker)
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if (not stop) and (on_rightclick) then
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on_rightclick(self, clicker)
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end
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end
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end
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mobs.feed_tame = function(self)
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return nil
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end
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@ -0,0 +1,54 @@
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local math_pi = math.pi
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local math_sin = math.sin
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local math_cos = math.cos
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-- localize vector functions
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local vector_new = vector.new
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local vector_length = vector.length
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-- move mob in facing direction
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--this has been modified to be internal
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--internal = lua (self.yaw)
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--engine = c++ (self.object:get_yaw())
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mobs.set_velocity = function(self, v)
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local yaw = (self.yaw or 0)
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local current_velocity = self.object:get_velocity()
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local goal_velocity = {
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x = (math_sin(yaw) * -v),
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y = 0,
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z = (math_cos(yaw) * v),
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}
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local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
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vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
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end
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new_velocity_addition.y = 0
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--smooths out mobs a bit
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if vector_length(new_velocity_addition) >= 0.0001 then
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self.object:add_velocity(new_velocity_addition)
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end
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end
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-- calculate mob velocity
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mobs.get_velocity = function(self)
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local v = self.object:get_velocity()
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v.y = 0
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if v then
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return vector_length(v)
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end
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return 0
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end
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@ -0,0 +1,215 @@
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local math_random = math.random
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local state_randomization = {"stand", "walk"}
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-- get entity staticdata
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mobs.mob_staticdata = function(self)
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--[[
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-- remove mob when out of range unless tamed
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if remove_far
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||||
and self.can_despawn
|
||||
and self.remove_ok
|
||||
and ((not self.nametag) or (self.nametag == ""))
|
||||
and self.lifetimer <= 20 then
|
||||
|
||||
minetest.log("action", "Mob "..name.." despawns in mob_staticdata at "..minetest.pos_to_string(self.object.get_pos(), 1))
|
||||
mcl_burning.extinguish(self.object)
|
||||
self.object:remove()
|
||||
|
||||
return ""-- nil
|
||||
end
|
||||
--]]
|
||||
self.remove_ok = true
|
||||
self.attack = nil
|
||||
self.following = nil
|
||||
self.state = state_randomization[math.random(1,#state_randomization)]
|
||||
|
||||
if use_cmi then
|
||||
self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
|
||||
end
|
||||
|
||||
local tmp = {}
|
||||
|
||||
for _,stat in pairs(self) do
|
||||
|
||||
local t = type(stat)
|
||||
|
||||
if t ~= "function"
|
||||
and t ~= "nil"
|
||||
and t ~= "userdata"
|
||||
and _ ~= "_cmi_components" then
|
||||
tmp[_] = self[_]
|
||||
end
|
||||
end
|
||||
|
||||
return minetest.serialize(tmp)
|
||||
end
|
||||
|
||||
|
||||
-- activate mob and reload settings
|
||||
mobs.mob_activate = function(self, staticdata, def, dtime)
|
||||
|
||||
-- remove monsters in peaceful mode
|
||||
if self.type == "monster"
|
||||
and minetest_settings:get_bool("only_peaceful_mobs", false) then
|
||||
mcl_burning.extinguish(self.object)
|
||||
self.object:remove()
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
-- load entity variables
|
||||
local tmp = minetest.deserialize(staticdata)
|
||||
|
||||
if tmp then
|
||||
for _,stat in pairs(tmp) do
|
||||
self[_] = stat
|
||||
end
|
||||
end
|
||||
|
||||
-- select random texture, set model and size
|
||||
if not self.base_texture then
|
||||
|
||||
-- compatiblity with old simple mobs textures
|
||||
if type(def.textures[1]) == "string" then
|
||||
def.textures = {def.textures}
|
||||
end
|
||||
|
||||
self.base_texture = def.textures[math_random(1, #def.textures)]
|
||||
self.base_mesh = def.mesh
|
||||
self.base_size = self.visual_size
|
||||
self.base_colbox = self.collisionbox
|
||||
self.base_selbox = self.selectionbox
|
||||
end
|
||||
|
||||
-- for current mobs that dont have this set
|
||||
if not self.base_selbox then
|
||||
self.base_selbox = self.selectionbox or self.base_colbox
|
||||
end
|
||||
|
||||
-- set texture, model and size
|
||||
local textures = self.base_texture
|
||||
local mesh = self.base_mesh
|
||||
local vis_size = self.base_size
|
||||
local colbox = self.base_colbox
|
||||
local selbox = self.base_selbox
|
||||
|
||||
-- specific texture if gotten
|
||||
if self.gotten == true
|
||||
and def.gotten_texture then
|
||||
textures = def.gotten_texture
|
||||
end
|
||||
|
||||
-- specific mesh if gotten
|
||||
if self.gotten == true
|
||||
and def.gotten_mesh then
|
||||
mesh = def.gotten_mesh
|
||||
end
|
||||
|
||||
-- set child objects to half size
|
||||
if self.child == true then
|
||||
|
||||
vis_size = {
|
||||
x = self.base_size.x * .5,
|
||||
y = self.base_size.y * .5,
|
||||
}
|
||||
|
||||
if def.child_texture then
|
||||
textures = def.child_texture[1]
|
||||
end
|
||||
|
||||
colbox = {
|
||||
self.base_colbox[1] * .5,
|
||||
self.base_colbox[2] * .5,
|
||||
self.base_colbox[3] * .5,
|
||||
self.base_colbox[4] * .5,
|
||||
self.base_colbox[5] * .5,
|
||||
self.base_colbox[6] * .5
|
||||
}
|
||||
selbox = {
|
||||
self.base_selbox[1] * .5,
|
||||
self.base_selbox[2] * .5,
|
||||
self.base_selbox[3] * .5,
|
||||
self.base_selbox[4] * .5,
|
||||
self.base_selbox[5] * .5,
|
||||
self.base_selbox[6] * .5
|
||||
}
|
||||
end
|
||||
|
||||
if self.health == 0 then
|
||||
self.health = math_random (self.hp_min, self.hp_max)
|
||||
end
|
||||
if self.breath == nil then
|
||||
self.breath = self.breath_max
|
||||
end
|
||||
|
||||
-- pathfinding init
|
||||
self.path = {}
|
||||
self.path.way = {} -- path to follow, table of positions
|
||||
self.path.lastpos = {x = 0, y = 0, z = 0}
|
||||
self.path.stuck = false
|
||||
self.path.following = false -- currently following path?
|
||||
self.path.stuck_timer = 0 -- if stuck for too long search for path
|
||||
|
||||
-- Armor groups
|
||||
-- immortal=1 because we use custom health
|
||||
-- handling (using "health" property)
|
||||
local armor
|
||||
if type(self.armor) == "table" then
|
||||
armor = table.copy(self.armor)
|
||||
armor.immortal = 1
|
||||
else
|
||||
armor = {immortal=1, fleshy = self.armor}
|
||||
end
|
||||
self.object:set_armor_groups(armor)
|
||||
self.old_y = self.object:get_pos().y
|
||||
self.old_health = self.health
|
||||
self.sounds.distance = self.sounds.distance or 10
|
||||
self.textures = textures
|
||||
self.mesh = mesh
|
||||
self.collisionbox = colbox
|
||||
self.selectionbox = selbox
|
||||
self.visual_size = vis_size
|
||||
self.standing_in = "ignore"
|
||||
self.standing_on = "ignore"
|
||||
self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
|
||||
self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
|
||||
|
||||
self.texture_mods = {}
|
||||
self.object:set_texture_mod("")
|
||||
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self.blinkstatus = false
|
||||
|
||||
-- check existing nametag
|
||||
if not self.nametag then
|
||||
self.nametag = def.nametag
|
||||
end
|
||||
|
||||
-- set anything changed above
|
||||
self.object:set_properties(self)
|
||||
|
||||
--update_tag(self)
|
||||
--set_animation(self, "stand")
|
||||
|
||||
-- run on_spawn function if found
|
||||
if self.on_spawn and not self.on_spawn_run then
|
||||
if self.on_spawn(self) then
|
||||
self.on_spawn_run = true -- if true, set flag to run once only
|
||||
end
|
||||
end
|
||||
|
||||
-- run after_activate
|
||||
if def.after_activate then
|
||||
def.after_activate(self, staticdata, def, dtime)
|
||||
end
|
||||
|
||||
if use_cmi then
|
||||
self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
|
||||
cmi.notify_activate(self.object, dtime)
|
||||
end
|
||||
end
|
Loading…
Reference in New Issue