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https://codeberg.org/tenplus1/mobs_redo.git
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improve mount.lua (changes from lib_mount :)
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parent
2d1befacb3
commit
425cadeb51
195
mount.lua
195
mount.lua
@ -1,9 +1,7 @@
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-- lib_mount by Blert2112 (edited by TenPlus1)
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local enable_crash = false
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local crash_threshold = 6.5 -- ignored if enable_crash=false
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local abs, cos, floor, sin, sqrt, pi =
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math.abs, math.cos, math.floor, math.sin, math.sqrt, math.pi
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------------------------------------------------------------------------------
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--
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@ -11,7 +9,6 @@ local crash_threshold = 6.5 -- ignored if enable_crash=false
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--
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local node_ok = function(pos, fallback)
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fallback = fallback or mobs.fallback_node
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local node = minetest.get_node_or_nil(pos)
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@ -25,7 +22,6 @@ end
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local function node_is(pos)
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local node = node_ok(pos)
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if node.name == "air" then
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@ -49,33 +45,30 @@ end
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local function get_sign(i)
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i = i or 0
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if i == 0 then
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return 0
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else
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return i / math.abs(i)
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return i / abs(i)
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end
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end
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local function get_velocity(v, yaw, y)
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local x = -math.sin(yaw) * v
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local z = math.cos(yaw) * v
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local x = -sin(yaw) * v
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local z = cos(yaw) * v
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return {x = x, y = y, z = z}
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end
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local function get_v(v)
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return math.sqrt(v.x * v.x + v.z * v.z)
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return sqrt(v.x * v.x + v.z * v.z)
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end
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local function force_detach(player)
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local attached_to = player:get_attach()
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if not attached_to then
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@ -86,21 +79,19 @@ local function force_detach(player)
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if entity and entity.driver
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and entity.driver == player then
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entity.driver = nil
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end
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player:set_detach()
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default.player_attached[player:get_player_name()] = false
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player_api.player_attached[player:get_player_name()] = false
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player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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default.player_set_animation(player, "stand" , 30)
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player:set_properties({visual_size = {x = 1, y = 1} })
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player_api.set_animation(player, "stand", 30)
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player:set_properties({visual_size = {x = 1, y = 1}})
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end
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-------------------------------------------------------------------------------
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minetest.register_on_leaveplayer(function(player)
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force_detach(player)
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end)
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@ -119,10 +110,37 @@ end)
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-------------------------------------------------------------------------------
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-- Just for correct detaching
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local function find_free_pos(pos)
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local check = {
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{x = 1, y = 0, z = 0},
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{x = 1, y = 1, z = 0},
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{x = -1, y = 0, z = 0},
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{x = -1, y = 1, z = 0},
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{x = 0, y = 0, z = 1},
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{x = 0, y = 1, z = 1},
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{x = 0, y = 0, z = -1},
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{x = 0, y = 1, z = -1}
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}
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for _, c in pairs(check) do
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local npos = {x = pos.x + c.x, y = pos.y + c.y, z = pos.z + c.z}
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local node = minetest.get_node_or_nil(npos)
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if node and node.name then
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local def = minetest.registered_nodes[node.name]
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if def and not def.walkable and
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def.liquidtype == "none" then
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return npos
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end
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end
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end
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return pos
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end
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-------------------------------------------------------------------------------
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function mobs.attach(entity, player)
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local attach_at, eye_offset = {}, {}
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entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0}
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entity.driver_attach_at = entity.driver_attach_at or {x = 0, y = 0, z = 0}
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entity.driver_eye_offset = entity.driver_eye_offset or {x = 0, y = 0, z = 0}
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@ -131,17 +149,17 @@ function mobs.attach(entity, player)
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local rot_view = 0
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if entity.player_rotation.y == 90 then
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rot_view = math.pi / 2
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rot_view = pi / 2
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end
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attach_at = entity.driver_attach_at
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eye_offset = entity.driver_eye_offset
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local attach_at = entity.driver_attach_at
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local eye_offset = entity.driver_eye_offset
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entity.driver = player
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force_detach(player)
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player:set_attach(entity.object, "", attach_at, entity.player_rotation)
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default.player_attached[player:get_player_name()] = true
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player_api.player_attached[player:get_player_name()] = true
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player:set_eye_offset(eye_offset, {x = 0, y = 0, z = 0})
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player:set_properties({
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@ -151,46 +169,36 @@ function mobs.attach(entity, player)
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}
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})
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minetest.after(0.2, function(name)
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local player = minetest.get_player_by_name(name)
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if player then
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default.player_set_animation(player, "sit" , 30)
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minetest.after(0.2, function()
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if player and player:is_player() then
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player_api.set_animation(player, "sit", 30)
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end
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end, player:get_player_name())
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end)
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player:set_look_horizontal(entity.object:get_yaw() - rot_view)
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end
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function mobs.detach(player, offset)
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function mobs.detach(player)
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force_detach(player)
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default.player_set_animation(player, "stand" , 30)
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local pos = player:get_pos()
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pos = {
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x = pos.x + offset.x,
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y = pos.y + 0.2 + offset.y,
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z = pos.z + offset.z
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}
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minetest.after(0.1, function(name, pos)
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local player = minetest.get_player_by_name(name)
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if player then
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minetest.after(0.1, function()
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if player and player:is_player() then
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local pos = find_free_pos(player:get_pos())
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pos.y = pos.y + 0.5
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player:set_pos(pos)
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end
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end, player:get_player_name(), pos)
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end)
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end
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function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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local yaw = entity.object:get_yaw() or 0
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local rot_steer, rot_view = math.pi/2, 0
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local rot_view = 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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rot_view = pi / 2
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end
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local acce_y = 0
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@ -200,19 +208,14 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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-- process controls
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if entity.driver then
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--print ("---velo", get_v(velo))
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local ctrl = entity.driver:get_player_control()
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-- move forwards
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if ctrl.up then
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entity.v = entity.v + entity.accel / 10
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-- move backwards
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elseif ctrl.down then
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if entity.max_speed_reverse == 0 and entity.v == 0 then
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return
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end
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@ -220,12 +223,24 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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entity.v = entity.v - entity.accel / 10
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end
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-- fix mob rotation
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local horz = entity.driver:get_look_horizontal() or 0
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-- mob rotation
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local horz
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if entity.alt_turn == true then
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horz = yaw
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if ctrl.left then
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horz = horz + 0.05
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elseif ctrl.right then
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horz = horz - 0.05
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end
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else
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horz = entity.driver:get_look_horizontal() or 0
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end
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entity.object:set_yaw(horz - entity.rotate)
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if can_fly then
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-- fly up
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if ctrl.jump then
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velo.y = velo.y + 1
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@ -245,9 +260,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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velo.y = velo.y + 0.1
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if velo.y > 0 then velo.y = 0 end
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end
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else
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-- jump
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if ctrl.jump then
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@ -261,7 +274,6 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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-- if not moving then set animation and return
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if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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if stand_anim then
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mobs:set_animation(entity, stand_anim)
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end
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@ -280,7 +292,6 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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entity.v = entity.v - 0.02 * s
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if s ~= get_sign(entity.v) then
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entity.object:set_velocity({x = 0, y = 0, z = 0})
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entity.v = 0
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return
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@ -293,14 +304,15 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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max_spd = entity.max_speed_forward
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end
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if math.abs(entity.v) > max_spd then
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if abs(entity.v) > max_spd then
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entity.v = entity.v - get_sign(entity.v)
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end
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-- Set position, velocity and acceleration
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local p = entity.object:get_pos()
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local new_velo
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local new_acce = {x = 0, y = -9.8, z = 0}
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if not p then return end
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local new_acce = {x = 0, y = -9.81, z = 0}
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p.y = p.y - 0.5
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@ -308,23 +320,18 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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local v = entity.v
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if ni == "air" then
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if can_fly == true then
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new_acce.y = 0
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end
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elseif ni == "liquid" or ni == "lava" then
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if ni == "lava" and entity.lava_damage ~= 0 then
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entity.lava_counter = (entity.lava_counter or 0) + dtime
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if entity.lava_counter > 1 then
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minetest.sound_play("default_punch", {
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object = entity.object,
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max_hear_distance = 5
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}, true)
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})
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entity.object:punch(entity.object, 1.0, {
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full_punch_interval = 1.0,
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@ -335,14 +342,12 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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end
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end
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if entity.terrain_type == 2
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or entity.terrain_type == 3 then
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local terrain_type = entity.terrain_type
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if terrain_type == 2 or terrain_type == 3 then
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new_acce.y = 0
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p.y = p.y + 1
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if node_is(p) == "liquid" then
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if velo.y >= 5 then
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velo.y = 5
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elseif velo.y < 0 then
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@ -351,9 +356,11 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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new_acce.y = 5
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end
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else
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if math.abs(velo.y) < 1 then
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if abs(velo.y) < 1 then
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local pos = entity.object:get_pos()
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pos.y = math.floor(pos.y) + 0.5
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if not pos then return end
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pos.y = floor(pos.y) + 0.5
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entity.object:set_pos(pos)
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velo.y = 0
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end
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@ -363,46 +370,22 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
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end
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end
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new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y)
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local new_velo = get_velocity(v, yaw - rot_view, velo.y)
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new_acce.y = new_acce.y + acce_y
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entity.object:set_velocity(new_velo)
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entity.object:set_acceleration(new_acce)
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-- CRASH!
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if enable_crash then
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local intensity = entity.v2 - v
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if intensity >= crash_threshold then
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--print("----------- crash", intensity)
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entity.object:punch(entity.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = intensity}
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}, nil)
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end
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end
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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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function mobs.fly(entity, _, 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:get_velocity()
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local dir = entity.driver:get_look_dir()
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local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands
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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:set_velocity({
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@ -414,7 +397,7 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
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elseif ctrl.down then
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entity.object:set_velocity({
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x = -dir.x * speed,
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y = dir.y * speed + 2,
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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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@ -422,11 +405,10 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
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entity.object:set_velocity({x = 0, y = -2, z = 0})
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end
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entity.object:set_yaw(yaw + math.pi + math.pi / 2 - entity.rotate)
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entity.object:set_yaw(yaw + pi + 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:get_pos()
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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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@ -438,8 +420,8 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
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ent.switch = 1 -- for mob specific arrows
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ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding
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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_horizontal()
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obj:set_yaw(yaw + math.pi / 2)
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yaw = entity.driver:get_look_horizontal()
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obj:set_yaw(yaw + pi / 2)
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obj:set_velocity(vec)
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else
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obj:remove()
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@ -448,7 +430,6 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
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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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mobs:set_animation(entity, stand_anim)
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else
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-- moving animation
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