exploding mobs diffuse range is set using 'reach'

This commit is contained in:
TenPlus1 2018-03-31 09:21:58 +01:00
parent 28dc0d8be5
commit 7bb3cd8d85
2 changed files with 3 additions and 5 deletions

View File

@ -3,7 +3,7 @@
mobs = {}
mobs.mod = "redo"
mobs.version = "20180328"
mobs.version = "20180331"
-- Intllib
@ -1845,10 +1845,10 @@ local do_states = function(self, dtime)
mob_sound(self, self.sounds.fuse)
-- print ("=== explosion timer started", self.explosion_timer)
-- stop timer if out of blast radius or direct line of sight
-- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset
and self.v_start
and (dist > max(self.reach, entity_damage_radius) + 0.5
and (dist > self.reach
or not line_of_sight(self, s, p, 2)) then
self.v_start = false
self.timer = 0

View File

@ -46,8 +46,6 @@ functions needed for the mob to work properly which contains the following:
in e.g. "air" or "default:water_source".
'runaway' if true causes animals to turn and run away when hit.
'view_range' how many nodes in distance the mob can see a player.
'reach' how many nodes in distance a mob can attack a player while
standing.
'damage' how many health points the mob does to a player or another
mob when melee attacking.
'knock_back' when true has mobs falling backwards when hit, the greater