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Fix mobs not retaliating if friend died with 1 hit

This commit is contained in:
Wuzzy 2019-03-09 01:57:51 +01:00
parent 47ef78bf6a
commit 10035a64af
1 changed files with 13 additions and 16 deletions

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@ -2434,6 +2434,8 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
hitter:set_wielded_item(weapon) hitter:set_wielded_item(weapon)
end end
local die = false
-- only play hit sound and show blood effects if damage is 1 or over -- only play hit sound and show blood effects if damage is 1 or over
if damage >= 1 then if damage >= 1 then
@ -2475,21 +2477,14 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- do damage -- do damage
self.health = self.health - floor(damage) self.health = self.health - floor(damage)
-- exit here if dead, special item check -- skip future functions if dead, except alerting others
if weapon:get_name() == "mobs:pick_lava" then if check_for_death(self, "hit", {type = "punch", puncher = hitter}) then
if check_for_death(self, "lava", {type = "punch", die = true
puncher = hitter}) then
return
end
else
if check_for_death(self, "hit", {type = "punch",
puncher = hitter}) then
return
end
end end
-- knock back effect (only on full punch) -- knock back effect (only on full punch)
if self.knock_back if not die
and self.knock_back
and tflp >= punch_interval then and tflp >= punch_interval then
local v = self.object:get_velocity() local v = self.object:get_velocity()
@ -2524,7 +2519,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
end -- END if damage end -- END if damage
-- if skittish then run away -- if skittish then run away
if self.runaway == true then if not die and self.runaway == true then
local lp = hitter:get_pos() local lp = hitter:get_pos()
local s = self.object:get_pos() local s = self.object:get_pos()
@ -2555,9 +2550,11 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
and hitter:get_player_name() ~= self.owner and hitter:get_player_name() ~= self.owner
and not mobs.invis[ name ] then and not mobs.invis[ name ] then
-- attack whoever punched mob if not die then
self.state = "" -- attack whoever punched mob
do_attack(self, hitter) self.state = ""
do_attack(self, hitter)
end
-- alert others to the attack -- alert others to the attack
local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range) local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)