forked from VoxeLibre/VoxeLibre
Add in creeper basic prototype
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008d670ed9
commit
cdb840609d
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@ -156,6 +156,7 @@ dofile(api_path .. "environment.lua")
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dofile(api_path .. "interaction.lua")
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dofile(api_path .. "interaction.lua")
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dofile(api_path .. "movement.lua")
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dofile(api_path .. "movement.lua")
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dofile(api_path .. "set_up.lua")
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dofile(api_path .. "set_up.lua")
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dofile(api_path .. "attack_type_instructions.lua")
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mobs.spawning_mobs = {}
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mobs.spawning_mobs = {}
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@ -319,6 +320,8 @@ function mobs:register_mob(name, def)
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jump_only = def.jump_only,
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jump_only = def.jump_only,
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hostile = def.hostile,
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hostile = def.hostile,
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neutral = def.neutral,
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neutral = def.neutral,
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attacking = nil,
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visual_size_origin = def.visual_size or {x = 1, y = 1, z = 1},
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--end j4i stuff
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--end j4i stuff
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-- MCL2 extensions
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-- MCL2 extensions
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@ -93,9 +93,8 @@ local land_state_list_wandering = {"stand", "walk"}
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local land_state_switch = function(self, dtime)
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local land_state_switch = function(self, dtime)
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if self.hostile and self.attacking then
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if self.hostile and attack then
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self.state = "attack"
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self.state =
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return
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return
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end
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end
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@ -132,6 +131,11 @@ local land_state_execution = function(self,dtime)
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--set the velocity of the mob
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--set the velocity of the mob
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mobs.set_velocity(self,0)
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mobs.set_velocity(self,0)
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--animation fixes for explosive mobs
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if self.attack_type == "explode" then
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mobs.reverse_explosion_animation(self,dtime)
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end
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elseif self.state == "walk" then
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elseif self.state == "walk" then
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self.walk_timer = self.walk_timer - dtime
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self.walk_timer = self.walk_timer - dtime
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@ -178,13 +182,20 @@ local land_state_execution = function(self,dtime)
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mobs.set_velocity(self,self.walk_velocity)
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mobs.set_velocity(self,self.walk_velocity)
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end
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end
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--animation fixes for explosive mobs
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if self.attack_type == "explode" then
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mobs.reverse_explosion_animation(self,dtime)
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end
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elseif self.state == "run" then
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elseif self.state == "run" then
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print("run")
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print("run")
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elseif self.state == "attack" then
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elseif self.state == "attack" then
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print("attack")
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if self.attack_type == "explode" then
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mobs.explode_attack_walk(self, dtime)
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end
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end
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end
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@ -587,6 +598,29 @@ mobs.mob_step = function(self, dtime)
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return false
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return false
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end
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end
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if self.hostile then
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--true for line_of_sight is debug
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--10 for radius is debug
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--1 for eye height adjust is debug
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local attacking = mobs.detect_closest_player_within_radius(self,true,10,1)
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--go get the closest player ROAR >:O
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if attacking then
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self.attacking = attacking
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--no player in area
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else
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--reset states when coming out of hostile state
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if self.attacking ~= nil then
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self.state_timer = -1
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end
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self.attacking = nil
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end
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end
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--jump only (like slimes)
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--jump only (like slimes)
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if self.jump_only then
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if self.jump_only then
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jump_state_switch(self, dtime)
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jump_state_switch(self, dtime)
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@ -606,21 +640,7 @@ mobs.mob_step = function(self, dtime)
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end
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end
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if self.hostile then
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--true for line_of_sight is debug
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--10 for radius is debug
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--1 for eye height adjust is debug
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local attacking = mobs.detect_closest_player_within_radius(self,true,10,1)
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--go get the closest player ROAR >:O
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if attacking then
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self.attack = attacking
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--no player in area
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else
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self.attack = nil
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end
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end
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-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
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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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if self.pushable then
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@ -1,9 +1,10 @@
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local math_pi = math.pi
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local math_pi = math.pi
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local math_floor = math.floor
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local math_floor = math.floor
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local math_random = math.random
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local HALF_PI = math_pi/2
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local HALF_PI = math_pi/2
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local vector_direction = vector.direction
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local vector_distance = vector.distance
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local vector_distance = vector.distance
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local vector_new = vector.new
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local vector_new = vector.new
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@ -114,6 +115,28 @@ mobs.movement_rotation_lock = function(self)
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end
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end
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--this is used when a mob is chasing a player
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mobs.set_yaw_while_attacking = function(self)
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if 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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end
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--turn positions into pseudo 2d vectors
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local pos1 = self.object:get_pos()
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pos1.y = 0
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local pos2 = self.attacking:get_pos()
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pos2.y = 0
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local new_direction = vector_direction(pos1,pos2)
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local new_yaw = minetest_dir_to_yaw(new_direction)
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self.object:set_yaw(new_yaw)
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self.yaw = new_yaw
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end
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local calculate_pitch = function(self)
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local calculate_pitch = function(self)
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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local pos2 = self.old_pos
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local pos2 = self.old_pos
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@ -157,3 +180,24 @@ mobs.set_static_pitch = function(self)
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self.object:set_rotation(current_rotation)
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self.object:set_rotation(current_rotation)
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self.pitch_switchfdas = "static"
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self.pitch_switchfdas = "static"
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end
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end
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--this is a helper function for mobs explosion animation
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mobs.handle_explosion_animation = function(self)
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--secondary catch-all
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if not self.explosion_animation then
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self.explosion_animation = 0
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end
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--the timer works from 0 for sense of a 0 based counting
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--but this just bumps it up so it's usable in here
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local explosion_timer_adjust = self.explosion_animation + 1
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local visual_size_modified = table.copy(self.visual_size_origin)
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visual_size_modified.x = visual_size_modified.x * (explosion_timer_adjust ^ 3)
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visual_size_modified.y = visual_size_modified.y * explosion_timer_adjust
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self.object:set_properties({visual_size = visual_size_modified})
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end
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@ -0,0 +1,60 @@
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local vector_direction = vector.direction
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local minetest_dir_to_yaw = minetest.dir_to_yaw
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local vector_distance = vector.distance
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mobs.explode_attack_walk = function(self,dtime)
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--this needs an exception
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if self.attacking == nil or not self.attacking:is_player() then
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self.attacking = nil
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return
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end
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mobs.set_yaw_while_attacking(self)
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--make mob walk up to player within 2 nodes distance then start exploding
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--THIS NEEDS TO BE RECODED TO TAKE COLLISION BOXES INTO ACCOUNT!!!
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if vector_distance(self.object:get_pos(), self.attacking:get_pos()) >= self.reach then
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mobs.set_velocity(self, self.run_velocity)
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mobs.set_mob_animation(self,"run")
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mobs.reverse_explosion_animation(self,dtime)
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else
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mobs.set_velocity(self,0)
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--this is the only way I can reference this without dumping extra data on all mobs
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if not self.explosion_animation then
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self.explosion_animation = 0
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end
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mobs.set_mob_animation(self,"stand")
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mobs.handle_explosion_animation(self)
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self.explosion_animation = self.explosion_animation + (dtime/3)
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end
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--do biggening explosion thing
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if self.explosion_animation and self.explosion_animation > self.explosion_timer then
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mcl_explosions.explode(self.object:get_pos(), self.explosion_strength)
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self.object:remove()
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end
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end
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--this is a small helper function to make working with explosion animations easier
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mobs.reverse_explosion_animation = function(self,dtime)
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--if explosion animation was greater than 0 then reverse it
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if self.explosion_animation ~= nil and self.explosion_animation > 0 then
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self.explosion_animation = self.explosion_animation - dtime
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if self.explosion_animation < 0 then
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self.explosion_animation = 0
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end
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end
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mobs.handle_explosion_animation(self)
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end
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@ -169,8 +169,8 @@ mobs:register_mob("mobs_mc:creeper_charged", {
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explosion_radius = 8,
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explosion_radius = 8,
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explosion_damage_radius = 8,
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explosion_damage_radius = 8,
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explosiontimer_reset_radius = 6,
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explosiontimer_reset_radius = 6,
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reach = 3,
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reach = 2,
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explosion_timer = 1.5,
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explosion_timer = 0.75,
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allow_fuse_reset = true,
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allow_fuse_reset = true,
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stop_to_explode = true,
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stop_to_explode = true,
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