forked from VoxeLibre/VoxeLibre
Redo the death effect
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411e180477
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@ -9,6 +9,7 @@ local MAX_MOB_NAME_LENGTH = 30
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local HORNY_TIME = 30
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local HORNY_AGAIN_TIME = 300
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local CHILD_GROW_TIME = 60*20
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local DEATH_DELAY = 0.5
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local MOB_CAP = {}
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MOB_CAP.hostile = 70
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@ -334,7 +335,7 @@ local remove_texture_mod = function(self, mod)
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end
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-- set defined animation
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local set_animation = function(self, anim)
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local set_animation = function(self, anim, fixed_frame)
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if not self.animation
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or not anim then return end
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@ -349,9 +350,17 @@ local set_animation = function(self, anim)
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self.animation.current = anim
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local a_start = self.animation[anim .. "_start"]
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local a_end
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if fixed_frame then
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a_end = a_start
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else
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a_end = self.animation[anim .. "_end"]
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end
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self.object:set_animation({
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x = self.animation[anim .. "_start"],
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y = self.animation[anim .. "_end"]},
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x = a_start,
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y = a_end},
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
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0, self.animation[anim .. "_loop"] ~= false)
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end
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@ -669,6 +678,10 @@ end
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-- check if mob is dead or only hurt
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local check_for_death = function(self, cause, cmi_cause)
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if self.state == "die" then
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return true
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end
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-- has health actually changed?
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if self.health == self.old_health and self.health > 0 then
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return false
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@ -713,33 +726,39 @@ local check_for_death = function(self, cause, cmi_cause)
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return false
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end
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-- dropped cooked item if mob died in fire or lava
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if cause == "lava" or cause == "fire" then
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item_drop(self, true)
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else
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item_drop(self, nil)
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end
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mob_sound(self, "death")
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local pos = self.object:get_pos()
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local function death_handle(self)
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-- dropped cooked item if mob died in fire or lava
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if cause == "lava" or cause == "fire" then
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item_drop(self, true)
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else
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item_drop(self, nil)
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end
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if mod_experience and self.hp_min and self.hp_max then
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mcl_experience.throw_experience(pos, math.ceil( math.random(self.hp_min,self.hp_max+5) / 5) )
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local pos = self.object:get_pos()
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if mod_experience and self.hp_min and self.hp_max then
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mcl_experience.throw_experience(pos, math.ceil( math.random(self.hp_min,self.hp_max+5) / 5) )
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end
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end
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-- execute custom death function
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if self.on_die then
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self.on_die(self, pos)
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death_handle(self)
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local pos = self.object:get_pos()
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local on_die_exit = self.on_die(self, pos)
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if use_cmi then
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cmi.notify_die(self.object, cmi_cause)
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end
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self.object:remove()
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return true
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if on_die_exit == true then
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self.object:remove()
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return true
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end
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end
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local collisionbox
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@ -747,6 +766,7 @@ local check_for_death = function(self, cause, cmi_cause)
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collisionbox = table.copy(self.collisionbox)
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end
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local length = 0
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-- default death function and die animation (if defined)
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if self.animation
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and self.animation.die_start
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@ -754,40 +774,41 @@ local check_for_death = function(self, cause, cmi_cause)
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local frames = self.animation.die_end - self.animation.die_start
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local speed = self.animation.die_speed or 15
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local length = max(frames / speed, 0)
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self.attack = nil
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.passive = true
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self.state = "die"
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self.object:set_properties({
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pointable = false,
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})
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set_velocity(self, 0)
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length = max(frames / speed, 0) + DEATH_DELAY
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set_animation(self, "die")
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minetest.after(length, function(self)
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if not self.object:get_luaentity() then
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return
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end
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if use_cmi then
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cmi.notify_die(self.object, cmi_cause)
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end
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self.object:remove()
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mobs.death_effect(pos)
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end, self)
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else
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local rot = self.object:get_rotation()
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rot.z = math.pi/2
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self.object:set_rotation(rot)
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length = 1 + DEATH_DELAY
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set_animation(self, "stand", true)
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end
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if use_cmi then
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self.attack = nil
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.passive = true
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self.state = "die"
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self.object:set_properties({
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pointable = false,
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})
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set_velocity(self, 0)
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minetest.after(length, function(self)
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if not self.object:get_luaentity() then
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return
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end
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if use_cmi then
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cmi.notify_die(self.object, cmi_cause)
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end
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death_handle(self)
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local dpos = self.object:get_pos()
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self.object:remove()
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mobs.death_effect(pos, collisionbox)
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end
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mobs.death_effect(dpos)
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end, self)
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return true
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end
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@ -2690,7 +2711,7 @@ end
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-- returns true if mob died
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local falling = function(self, pos)
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if self.fly then
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if self.fly and self.state ~= "die" then
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return
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end
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@ -284,10 +284,9 @@ Custom Definition Functions
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Along with the above mob registry settings we can also use custom functions to
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enhance mob functionality and have them do many interesting things:
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'on_die' a function that is called when the mob is killed the
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parameters are (self, pos). When this function is used,
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the death particles will be skipped on death. You can get
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them back by calling mobs:death_effect manually
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'on_die' a function that is called when the mob is killed; the
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parameters are (self, pos). Return true to skip the builtin
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death animation and death effects
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'on_rightclick' its same as in minetest.register_entity()
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'on_blast' is called when an explosion happens near mob when using TNT
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functions, parameters are (object, damage) and returns
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@ -33,12 +33,10 @@ mobs:register_mob("mobs_mc:bat", {
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run_speed = 80,
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run_start = 0,
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run_end = 40,
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-- TODO: Less ugly death animation
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--[[ die_speed = 60,
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die_speed = 60,
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die_start = 40,
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die_end = 80,
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die_loop = false,
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]]
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},
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walk_chance = 100,
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fall_damage = 0,
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@ -81,7 +81,6 @@ mobs:register_mob("mobs_mc:creeper", {
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local r = math.random(1, #mobs_mc.items.music_discs)
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minetest.add_item({x=pos.x, y=pos.y+1, z=pos.z}, mobs_mc.items.music_discs[r])
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end
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mobs.death_effect(pos, self.collisionbox)
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end,
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maxdrops = 2,
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drops = {
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@ -507,7 +507,6 @@ mobs:register_mob("mobs_mc:enderman", {
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if self._taken_node ~= nil and self._taken_node ~= "" then
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minetest.add_item(pos, self._taken_node)
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end
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mobs.death_effect(pos, self.collisionbox)
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end,
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do_punch = function(self, hitter, tflp, tool_caps, dir)
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-- damage from rain caused by itself so we don't want it to attack itself.
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@ -175,8 +175,6 @@ local horse = {
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mobs.detach(self.driver, {x = 1, y = 0, z = 1})
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end
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mobs.death_effect(pos, self.collisionbox)
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end,
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on_rightclick = function(self, clicker)
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@ -111,7 +111,6 @@ mobs:register_mob("mobs_mc:llama", {
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if self.driver then
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mobs.detach(self.driver, {x = 1, y = 0, z = 1})
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end
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mobs.death_effect(pos, self.collisionbox)
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end,
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@ -79,7 +79,6 @@ mobs:register_mob("mobs_mc:pig", {
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if self.driver then
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mobs.detach(self.driver, {x = 1, y = 0, z = 1})
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end
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mobs.death_effect(pos, self.collisionbox)
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end,
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on_rightclick = function(self, clicker)
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@ -51,6 +51,7 @@ local spawn_children_on_die = function(child_mob, children_count, spawn_distance
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end
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end, children, self.attack)
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end
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return true
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end
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end
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@ -1053,7 +1053,6 @@ mobs:register_mob("mobs_mc:villager", {
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return_fields(player)
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end
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end
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mobs.death_effect(pos, self.collisionbox)
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end,
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})
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