forked from MineClone5/MineClone5
If mob is in daylight and ignites_in_daylight = true, make mob burn
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49b01dca4f
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@ -355,6 +355,10 @@ function mobs:register_mob(name, def)
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backup_visual_size = def.visual_size,
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backup_visual_size = def.visual_size,
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backup_collisionbox = collisionbox,
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backup_collisionbox = collisionbox,
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backup_selectionbox = def.selectionbox or def.collisionbox,
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backup_selectionbox = def.selectionbox or def.collisionbox,
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--fire timer
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burn_timer = 0,
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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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@ -12,6 +12,7 @@ local minetest_yaw_to_dir = minetest.yaw_to_dir
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local minetest_get_item_group = minetest.get_item_group
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local minetest_get_item_group = minetest.get_item_group
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local minetest_get_node = minetest.get_node
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local minetest_get_node = minetest.get_node
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local minetest_line_of_sight = minetest.line_of_sight
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local minetest_line_of_sight = minetest.line_of_sight
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local minetest_get_node_light = minetest.get_node_light
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local DOUBLE_PI = math.pi * 2
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local DOUBLE_PI = math.pi * 2
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local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
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local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
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@ -828,6 +829,27 @@ mobs.mob_step = function(self, dtime)
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end
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end
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end
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end
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--set mobs on fire when burned by sunlight
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if self.ignited_by_sunlight then
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local pos = self.object:get_pos()
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pos.y = pos.y + 0.1
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if self.burn_timer > 0 then
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self.burn_timer = self.burn_timer - dtime
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if self.burn_timer <= 0 then
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self.health = self.health - 4
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self.burn_timer = 0
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end
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end
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if self.burn_timer == 0 and minetest_get_node_light(pos) > 12 and minetest_get_node_light(pos, 0.5) == 15 then
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mcl_burning.set_on_fire(self.object, 1)
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self.burn_timer = 1 --1.7 seconds
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self.pause_timer = 0.4
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end
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end
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--color modifier which coincides with the pause_timer
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--color modifier which coincides with the pause_timer
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if self.old_health and self.health < self.old_health then
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if self.old_health and self.health < self.old_health then
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self.object:set_texture_mod("^[colorize:red:120")
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self.object:set_texture_mod("^[colorize:red:120")
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@ -124,14 +124,14 @@ mobs.punch_attack_walk = function(self,dtime)
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if distance_from_attacking >= self.minimum_follow_distance then
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if distance_from_attacking >= self.minimum_follow_distance then
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mobs.set_velocity(self, self.run_velocity)
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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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else
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else
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mobs.set_velocity(self, 0)
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mobs.set_velocity(self, 0)
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mobs.set_mob_animation(self, "stand")
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end
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end
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mobs.set_yaw_while_attacking(self)
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mobs.set_yaw_while_attacking(self)
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mobs.set_mob_animation(self, "run")
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--make punchy mobs jump
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--make punchy mobs jump
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--check for nodes to jump over
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--check for nodes to jump over
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--explosive mobs will just ride against walls for now
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--explosive mobs will just ride against walls for now
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