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Implement mob cramming

This commit is contained in:
jordan4ibanez 2021-04-25 04:19:02 -04:00
parent 1616cb7538
commit 5e6653ff65
1 changed files with 4 additions and 2 deletions

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@ -39,13 +39,15 @@ mobs.collision = function(self)
end end
for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do
if object and object ~= self.object and (object:is_player() or (object:get_luaentity() and object:get_luaentity()._cmi_is_mob == true)) and if object and object ~= self.object and (object:is_player() or (object:get_luaentity() and object:get_luaentity()._cmi_is_mob == true and object:get_luaentity().health > 0)) and
--don't collide with rider, rider don't collide with thing --don't collide with rider, rider don't collide with thing
(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and (not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then (not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
--stop infinite loop --stop infinite loop
collision_count = collision_count + 1 collision_count = collision_count + 1
if collision_count > 100 then --mob cramming
if collision_count > 30 then
self.health = -20
break break
end end