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Added flying function for mobs (thanks D00Med)
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61
mount.lua
61
mount.lua
@ -370,3 +370,64 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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entity.v2 = v
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end
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-- directional flying routine by D00Med (edited by TenPlus1)
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function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
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local ctrl = entity.driver:get_player_control()
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local velo = entity.object:getvelocity()
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local dir = entity.driver:get_look_dir()
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local yaw = entity.driver:get_look_yaw()
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local rot_steer, rot_view = math.pi / 2, 0
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if entity.player_rotation.y == 90 then
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rot_steer, rot_view = 0, math.pi / 2
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end
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if ctrl.up then
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entity.object:setvelocity({
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x = dir.x * speed,
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y = dir.y * speed + 2,
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z = dir.z * speed
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})
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elseif ctrl.down then
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entity.object:setvelocity({
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x = -dir.x * speed,
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y = dir.y * speed + 2,
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z = -dir.z * speed
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})
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elseif not ctrl.down or ctrl.up or ctrl.jump then
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entity.object:setvelocity({x = 0, y = -2, z = 0})
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end
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entity.object:setyaw(yaw + math.pi + math.pi / 2 - entity.rotate)
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-- firing arrows
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if ctrl.LMB and ctrl.sneak and shoots then
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local pos = entity.object:getpos()
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local obj = minetest.add_entity({
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x = pos.x + 0 + dir.x * 2.5,
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y = pos.y + 1.5 + dir.y,
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z = pos.z + 0 + dir.z * 2.5}, arrow)
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local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
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local yaw = entity.driver:get_look_yaw()
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obj:setyaw(yaw + math.pi / 2)
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obj:setvelocity(vec)
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end
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-- change animation if stopped
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if velo.x == 0 and velo.y == 0 and velo.z == 0 then
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set_animation(entity, stand_anim)
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else
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-- moving animation
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set_animation(entity, moving_anim)
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end
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end
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