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move deprecated functions from api to compatibility.lua
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35
api.lua
35
api.lua
@ -18,7 +18,7 @@ end
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-- global table
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mobs = {
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mod = "redo", version = "20250405",
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mod = "redo", version = "20250408",
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spawning_mobs = {}, translate = S,
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node_snow = has(minetest.registered_aliases["mapgen_snow"])
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or has("mcl_core:snow") or has("default:snow") or "air",
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@ -363,10 +363,6 @@ function mob_class:set_yaw(yaw, delay)
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return self.target_yaw
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end
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function mobs:yaw(entity, yaw, delay) -- [deprecated]
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mob_class.set_yaw(entity, yaw, delay)
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end
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-- set defined animation
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function mob_class:set_animation(anim, force)
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@ -407,10 +403,6 @@ function mob_class:set_animation(anim, force)
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0, self.animation[anim .. "_loop"] ~= false)
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end
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function mobs:set_animation(entity, anim) -- [deprecated]
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entity.set_animation(entity, anim)
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end
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-- check line of sight using raycasting (thx Astrobe)
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function mob_class:line_of_sight(pos1, pos2)
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@ -435,10 +427,6 @@ function mob_class:line_of_sight(pos1, pos2)
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return true
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end
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function mobs:line_of_sight(entity, pos1, pos2) -- [deprecated]
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return entity:line_of_sight(pos1, pos2)
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end
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-- if not flying in set medium, find some nearby to move to
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function mob_class:attempt_flight_correction(override)
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@ -502,10 +490,6 @@ function mob_class:yaw_to_pos(target, rot)
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return self:set_yaw(yaw, rot)
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end
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function mobs:yaw_to_pos(self, target, rot) -- [deprecated]
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return self:yaw_to_pos(target, rot)
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end
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-- look for stay_near nodes and move towards them
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function mob_class:do_stay_near()
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@ -3323,7 +3307,6 @@ function mobs:register_mob(name, def)
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explosion_timer = def.explosion_timer,
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allow_fuse_reset = def.allow_fuse_reset,
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stop_to_explode = def.stop_to_explode,
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double_melee_attack = def.double_melee_attack,
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dogshoot_switch = def.dogshoot_switch,
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dogshoot_count_max = def.dogshoot_count_max,
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dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max,
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@ -3759,15 +3742,6 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter
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end
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end
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-- compatibility with older mob registration [DEPRECATED]
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function mobs:register_spawn(name, nodes, max_light, min_light, chance,
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active_object_count, max_height, day_toggle)
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mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
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chance, active_object_count, -31000, max_height, day_toggle)
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end
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-- MarkBu's newer spawn function (USE this one please modders)
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function mobs:spawn(def)
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@ -3981,10 +3955,6 @@ function mobs:boom(self, pos, node_damage_radius, entity_radius, texture)
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end
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end
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function mobs:explosion(pos, radius) -- [deprecated] compatibility function
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mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius, radius, "tnt_smoke.png")
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end
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-- Register spawn eggs - This also introduces the “spawn_egg” group:
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-- * spawn_egg=1: generic mob, no metadata
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-- * spawn_egg=2: captured/tamed mob, metadata
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@ -4449,8 +4419,7 @@ function mobs:alias_mob(old_name, new_name)
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minetest.register_alias(old_name, new_name) -- spawn egg
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-- entity
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minetest.register_entity(":" .. old_name, {
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minetest.register_entity(":" .. old_name, { -- entity
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initial_properties = {physical = false, static_save = false},
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2
api.txt
2
api.txt
@ -230,8 +230,6 @@ functions needed for the mob to work properly which contains the following:
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'rotate' custom model rotation, 0 = front, 90 = side, 180 = back,
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270 = other side.
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'glow' has mob glow without light source, 0 to 15 or nil to disable
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'double_melee_attack' when true has the api choose between 'punch' and
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'punch2' animations. [DEPRECATED]
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'animation' holds a table containing animation names and settings for use with
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mesh models:
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@ -10,3 +10,32 @@ function mobs.compatibility_check(self)
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if self.floats == 1 then self.floats = true
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elseif self.floats == 0 then self.floats = false end
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end
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-- deprecated functions
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function mobs:yaw(entity, yaw, delay)
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entity:set_yaw(yaw, delay)
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end
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function mobs:set_animation(entity, anim)
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entity:set_animation(anim)
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end
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function mobs:line_of_sight(entity, pos1, pos2)
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return entity:line_of_sight(pos1, pos2)
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end
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function mobs:yaw_to_pos(entity, target, rot)
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return entity:yaw_to_pos(target, rot)
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end
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function mobs:register_spawn(name, nodes, max_light, min_light, chance,
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active_object_count, max_height, day_toggle)
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mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
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chance, active_object_count, -31000, max_height, day_toggle)
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end
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function mobs:explosion(pos, radius)
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mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius, radius, "tnt_smoke.png")
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end
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