forked from VoxeLibre/VoxeLibre
This changes mob floating so they stay inside the top water node instead of
standing on it. The head of the mod should still be above water. Changes drowning so that mobs will not drown in one block of water. They will drown in 2 or more blocks of water. Does not appear to affect them getting out of deep water :( But they do seem to die somewhat faster when they stay in deep water.
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@ -675,6 +675,9 @@ function mob_class:do_env_damage()
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self.standing_in = node_ok(pos, "air").name
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self.standing_in = node_ok(pos, "air").name
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self.standing_on = node_ok(pos2, "air").name
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self.standing_on = node_ok(pos2, "air").name
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local pos3 = {x=pos.x, y=pos.y+1, z=pos.z}
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self.standing_under = node_ok(pos3, "air").name
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-- don't fall when on ignore, just stand still
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-- don't fall when on ignore, just stand still
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if self.standing_in == "ignore" then
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if self.standing_in == "ignore" then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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@ -682,6 +685,7 @@ function mob_class:do_env_damage()
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local nodef = minetest.registered_nodes[self.standing_in]
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local nodef = minetest.registered_nodes[self.standing_in]
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local nodef2 = minetest.registered_nodes[self.standing_on]
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local nodef2 = minetest.registered_nodes[self.standing_on]
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local nodef3 = minetest.registered_nodes[self.standing_under]
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-- rain
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-- rain
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if self.rain_damage > 0 then
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if self.rain_damage > 0 then
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@ -761,7 +765,7 @@ function mob_class:do_env_damage()
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if minetest.get_item_group(self.standing_in, "water") == 0 then
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if minetest.get_item_group(self.standing_in, "water") == 0 then
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drowning = true
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drowning = true
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end
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end
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elseif nodef.drowning > 0 then
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elseif nodef.drowning > 0 and nodef3.drowning > 0 then
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drowning = true
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drowning = true
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end
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end
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@ -939,7 +943,7 @@ function mob_class:falling(pos)
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-- in water then float up
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-- in water then float up
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if registered_node.groups.water then
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if registered_node.groups.water then
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if acc and self.floats == 1 then
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if acc and self.floats == 1 and minetest.registered_nodes[node_ok(vector.offset(pos,0,self.collisionbox[5],0)).name].groups.water then
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self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
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self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
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end
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end
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else
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else
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