forked from VoxeLibre/VoxeLibre
Smooth out mob cliff check and check if falling before cliff check
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@ -12,17 +12,26 @@ local minetest_line_of_sight = minetest.line_of_sight
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local state_list_wandering = {"stand", "walk"}
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local state_list_wandering = {"stand", "walk"}
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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 EIGHTH_PI = DOUBLE_PI * 0.125
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local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
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--this is basically reverse jump_check
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--this is basically reverse jump_check
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local cliff_check = function(self,dtime)
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local cliff_check = function(self,dtime)
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--mobs will flip out if they are falling without this
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if self.object:get_velocity().y ~= 0 then
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return false
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end
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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pos.y = pos.y + 0.1
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local dir = minetest_yaw_to_dir(self.yaw)
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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local radius = collisionbox[4] + 0.5
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dir = vector_multiply(dir,radius)
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local free_fall, blocker = minetest_line_of_sight(
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local free_fall, blocker = minetest_line_of_sight(
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{x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z},
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{x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z},
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{x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z})
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{x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z})
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@ -32,7 +41,7 @@ end
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--a simple helper function which is too small to move into movement.lua
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--a simple helper function which is too small to move into movement.lua
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local quick_rotate_45 = function(self,dtime)
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local quick_rotate_45 = function(self,dtime)
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self.yaw = self.yaw + EIGHTH_PI
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self.yaw = self.yaw + THIRTY_SECONDTH_PI
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if self.yaw > DOUBLE_PI then
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if self.yaw > DOUBLE_PI then
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self.yaw = self.yaw - DOUBLE_PI
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self.yaw = self.yaw - DOUBLE_PI
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end
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end
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