fix merge errors

This commit is contained in:
TenPlus1 2018-03-13 20:33:29 +00:00
parent d7874dce50
commit 763fbee36d
2 changed files with 4 additions and 9 deletions

10
api.lua
View File

@ -3,7 +3,7 @@
mobs = {}
mobs.mod = "redo"
mobs.version = "20180312"
mobs.version = "20180313"
-- Intllib
@ -1857,8 +1857,8 @@ local do_states = function(self, dtime)
self.object:settexturemod("")
end
-- walk right up to player when timer active
if dist < 1.5 then
-- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < 1.5) then
set_velocity(self, 0)
else
set_velocity(self, self.run_velocity)
@ -1870,8 +1870,7 @@ local do_states = function(self, dtime)
set_animation(self, "walk")
end
-- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < 1.5) then
if self.v_start then
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
@ -1899,7 +1898,6 @@ local do_states = function(self, dtime)
if minetest.find_node_near(pos, 1, {"group:water"})
or minetest.is_protected(pos, "") then
damage_radius = 0
node_break_radius = 0
end

View File

@ -100,9 +100,6 @@ functions needed for the mob to work properly which contains the following:
'stop_to_explode' When set to true (default), mob must stop and wait for
explosion_timer in order to explode. If false, mob will
continue chasing.
'explosion_radius' has the radius of the explosion which defaults to 1.
'explosion_timer' number of seconds before mob explodes while still
inside view range.
'arrow' holds the pre-defined arrow object to shoot when
attacking.
'dogshoot_switch' allows switching between attack types by using timers