forked from VoxeLibre/VoxeLibre
Enable mob drowning
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56086bf02b
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8d3eff0c16
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@ -215,7 +215,7 @@ function mobs:register_mob(name, def)
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hp_max = scale_difficulty(def.hp_max, 10, 1),
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hp_max = scale_difficulty(def.hp_max, 10, 1),
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xp_min = def.xp_min or 1,
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xp_min = def.xp_min or 1,
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xp_max = def.xp_max or 5,
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xp_max = def.xp_max or 5,
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breath_max = def.breath_max or 15,
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breath_max = def.breath_max or 6,
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breathes_in_water = def.breathes_in_water or false,
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breathes_in_water = def.breathes_in_water or false,
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physical = true,
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physical = true,
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collisionbox = collisionbox,
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collisionbox = collisionbox,
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@ -361,6 +361,7 @@ function mobs:register_mob(name, def)
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burn_timer = 0,
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burn_timer = 0,
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ignores_cobwebs = def.ignores_cobwebs,
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ignores_cobwebs = def.ignores_cobwebs,
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breath = def.breath_max or 6,
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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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@ -829,6 +829,42 @@ 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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--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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self.object:set_texture_mod("^[colorize:red:120")
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end
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self.old_health = self.health
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--mobs drowning mechanic
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if not self.breathes_in_water then
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local pos = self.object:get_pos()
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pos.y = pos.y + self.eye_height
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local node = minetest.get_node(pos).name
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if minetest_get_item_group(node, "water") ~= 0 then
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self.breath = self.breath - dtime
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--reset breath when drowning
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if self.breath <= 0 then
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self.health = self.health - 4
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self.breath = 1
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self.pause_timer = 0.5
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end
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elseif self.breath < self.breath_max then
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self.breath = self.breath + dtime
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--clean timer reset
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if self.breath > self.breath_max then
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self.breath = self.breath_max
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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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--set mobs on fire when burned by sunlight
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if self.ignited_by_sunlight then
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if self.ignited_by_sunlight then
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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@ -850,11 +886,7 @@ 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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--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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self.object:set_texture_mod("^[colorize:red:120")
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end
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self.old_health = self.health
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--do death logic (animation, poof, explosion, etc)
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--do death logic (animation, poof, explosion, etc)
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if self.health <= 0 then
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if self.health <= 0 then
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