forked from VoxeLibre/VoxeLibre
Remove unused code and variables from mob punch
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9720986c4d
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@ -182,7 +182,6 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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mobs.critical_effect(self)
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mobs.critical_effect(self)
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end
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end
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local die = false
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-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
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-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
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if damage >= 0.1 then
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if damage >= 0.1 then
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@ -223,13 +222,12 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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multiplier = knockback_enchant + 1 --(starts from 1, 1 would be no change)
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multiplier = knockback_enchant + 1 --(starts from 1, 1 would be no change)
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end
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end
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--do this to sure you can punch a mob back when
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--it's coming for you
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if self.hostile then
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if self.hostile then
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multiplier = multiplier + 2
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multiplier = multiplier + 2
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end
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end
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local luaentity
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dir = vector_multiply(dir,multiplier)
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dir = vector_multiply(dir,multiplier)
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dir.y = up
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dir.y = up
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@ -240,33 +238,6 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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--0.4 seconds until you can hurt the mob again
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--0.4 seconds until you can hurt the mob again
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self.pause_timer = 0.4
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self.pause_timer = 0.4
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end
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end
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-- END if damage
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-- if skittish then run away
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--[[
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if not die and self.runaway == true and self.state ~= "flop" then
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local lp = hitter:get_pos()
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local s = self.object:get_pos()
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local vec = {
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x = lp.x - s.x,
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y = lp.y - s.y,
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z = lp.z - s.z
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}
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local yaw = (atan(vec.z / vec.x) + 3 * math_pi / 2) - self.rotate
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if lp.x > s.x then
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yaw = yaw + math_pi
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end
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yaw = set_yaw(self, yaw, 6)
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self.state = "runaway"
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self.runaway_timer = 0
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self.following = nil
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end
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]]--
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end
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end
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--do internal per mob projectile calculations
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--do internal per mob projectile calculations
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