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make invisibility player table global (mobs.invis[playername])
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parent
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14
api.lua
14
api.lua
@ -27,9 +27,9 @@ end
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mobs.intllib = S
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-- Invisibility mod check
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local invis = {}
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mobs.invis = {}
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if rawget(_G, "invisibility") then
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invis = invisibility
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mobs.invis = invisibility
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end
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-- Load settings
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@ -617,7 +617,7 @@ end
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-- should mob follow what I'm holding ?
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function follow_holding(self, clicker)
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if invis[clicker:get_player_name()] then
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if mobs.invis[clicker:get_player_name()] then
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return false
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end
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@ -1017,7 +1017,7 @@ local monster_attack = function(self)
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if objs[n]:is_player() then
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if invis[ objs[n]:get_player_name() ] then
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if mobs.invis[ objs[n]:get_player_name() ] then
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type = ""
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else
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@ -1122,7 +1122,7 @@ local follow_flop = function(self)
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for n = 1, #players do
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if get_distance(players[n]:getpos(), s) < self.view_range
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and not invis[ players[n]:get_player_name() ] then
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and not mobs.invis[ players[n]:get_player_name() ] then
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self.following = players[n]
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@ -1425,7 +1425,7 @@ local do_states = function(self, dtime)
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or not self.attack
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or not self.attack:getpos()
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or self.attack:get_hp() <= 0
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or (self.attack:is_player() and invis[ self.attack:get_player_name() ]) then
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or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then
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--print(" ** stop attacking **", dist, self.view_range)
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self.state = "stand"
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@ -2004,7 +2004,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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and self.state ~= "flop"
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and self.child == false
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and hitter:get_player_name() ~= self.owner
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and not invis[ hitter:get_player_name() ] then
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and not mobs.invis[ hitter:get_player_name() ] then
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-- attack whoever punched mob
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self.state = ""
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