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	initial commit
subgame + mods
This commit is contained in:
		
							
								
								
									
										891
									
								
								mods/mobs/api.lua
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										891
									
								
								mods/mobs/api.lua
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,891 @@
 | 
			
		||||
mobs = {}
 | 
			
		||||
function mobs:register_mob(name, def)
 | 
			
		||||
	minetest.register_entity(name, {
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		||||
		name = name,
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		||||
		hp_min = def.hp_min or 5, --
 | 
			
		||||
		hp_max = def.hp_max,
 | 
			
		||||
		physical = true,
 | 
			
		||||
		collisionbox = def.collisionbox,
 | 
			
		||||
		visual = def.visual,
 | 
			
		||||
		visual_size = def.visual_size,
 | 
			
		||||
		mesh = def.mesh,
 | 
			
		||||
		textures = def.textures,
 | 
			
		||||
		makes_footstep_sound = def.makes_footstep_sound,
 | 
			
		||||
		view_range = def.view_range,
 | 
			
		||||
		walk_velocity = def.walk_velocity,
 | 
			
		||||
		run_velocity = def.run_velocity,
 | 
			
		||||
		damage = def.damage,
 | 
			
		||||
		light_damage = def.light_damage,
 | 
			
		||||
		water_damage = def.water_damage,
 | 
			
		||||
		lava_damage = def.lava_damage,
 | 
			
		||||
		disable_fall_damage = def.disable_fall_damage,
 | 
			
		||||
		drops = def.drops,
 | 
			
		||||
		armor = def.armor,
 | 
			
		||||
		drawtype = def.drawtype,
 | 
			
		||||
		on_rightclick = def.on_rightclick,
 | 
			
		||||
		type = def.type,
 | 
			
		||||
		attack_type = def.attack_type,
 | 
			
		||||
		arrow = def.arrow,
 | 
			
		||||
		shoot_interval = def.shoot_interval,
 | 
			
		||||
		sounds = def.sounds,
 | 
			
		||||
		animation = def.animation,
 | 
			
		||||
		follow = def.follow,
 | 
			
		||||
		jump = def.jump or true,
 | 
			
		||||
		exp_min = def.exp_min or 0,
 | 
			
		||||
		exp_max = def.exp_max or 0,
 | 
			
		||||
		walk_chance = def.walk_chance or 50,
 | 
			
		||||
		attacks_monsters = def.attacks_monsters or false,
 | 
			
		||||
		group_attack = def.group_attack or false,
 | 
			
		||||
		step = def.step or 0,
 | 
			
		||||
		fov = def.fov or 120,
 | 
			
		||||
		passive = def.passive or false,
 | 
			
		||||
		recovery_time = def.recovery_time or 0.5,
 | 
			
		||||
		knock_back = def.knock_back or 3,
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		||||
		blood_offset = def.blood_offset or 0,
 | 
			
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		blood_amount = def.blood_amount or 5, -- 15
 | 
			
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		blood_texture = def.blood_texture or "mobs_blood.png",
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		||||
		rewards = def.rewards or nil,
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		||||
		animaltype = def.animaltype,
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		||||
		
 | 
			
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		stimer = 0,
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		||||
		timer = 0,
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		||||
		env_damage_timer = 0, -- only if state = "attack"
 | 
			
		||||
		attack = {player=nil, dist=nil},
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		||||
		state = "stand",
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		||||
		v_start = false,
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		||||
		old_y = nil,
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		||||
		lifetimer = 600,
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		||||
		tamed = false,
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		||||
		last_state = nil,
 | 
			
		||||
		pause_timer = 0,
 | 
			
		||||
		
 | 
			
		||||
		do_attack = function(self, player, dist)
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		||||
			if self.state ~= "attack" then
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		||||
--				if self.sounds.war_cry then
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		||||
--					if math.random(0,100) < 90 then
 | 
			
		||||
--						minetest.sound_play(self.sounds.war_cry,{ object = self.object })
 | 
			
		||||
--					end
 | 
			
		||||
--				end
 | 
			
		||||
				self.state = "attack"
 | 
			
		||||
				self.attack.player = player
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		||||
				self.attack.dist = dist
 | 
			
		||||
			end
 | 
			
		||||
		end,
 | 
			
		||||
		
 | 
			
		||||
		set_velocity = function(self, v)
 | 
			
		||||
			local yaw = self.object:getyaw()
 | 
			
		||||
			if self.drawtype == "side" then
 | 
			
		||||
				yaw = yaw+(math.pi/2)
 | 
			
		||||
			end
 | 
			
		||||
			local x = math.sin(yaw) * -v
 | 
			
		||||
			local z = math.cos(yaw) * v
 | 
			
		||||
			self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z})
 | 
			
		||||
		end,
 | 
			
		||||
		
 | 
			
		||||
		get_velocity = function(self)
 | 
			
		||||
			local v = self.object:getvelocity()
 | 
			
		||||
			return (v.x^2 + v.z^2)^(0.5)
 | 
			
		||||
		end,
 | 
			
		||||
		
 | 
			
		||||
		in_fov = function(self,pos)
 | 
			
		||||
			-- checks if POS is in self's FOV
 | 
			
		||||
			local yaw = self.object:getyaw()
 | 
			
		||||
			if self.drawtype == "side" then
 | 
			
		||||
				yaw = yaw+(math.pi/2)
 | 
			
		||||
			end
 | 
			
		||||
			local vx = math.sin(yaw)
 | 
			
		||||
			local vz = math.cos(yaw)
 | 
			
		||||
			local ds = math.sqrt(vx^2 + vz^2)
 | 
			
		||||
			local ps = math.sqrt(pos.x^2 + pos.z^2)
 | 
			
		||||
			local d = { x = vx / ds, z = vz / ds }
 | 
			
		||||
			local p = { x = pos.x / ps, z = pos.z / ps }
 | 
			
		||||
			
 | 
			
		||||
			local an = ( d.x * p.x ) + ( d.z * p.z )
 | 
			
		||||
			
 | 
			
		||||
			a = math.deg( math.acos( an ) )
 | 
			
		||||
			
 | 
			
		||||
			if a > ( self.fov / 2 ) then
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		||||
				return false
 | 
			
		||||
			else
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				return true
 | 
			
		||||
			end
 | 
			
		||||
		end,
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		||||
		
 | 
			
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		set_animation = function(self, type)
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		||||
			if not self.animation then
 | 
			
		||||
				return
 | 
			
		||||
			end
 | 
			
		||||
			if not self.animation.current then
 | 
			
		||||
				self.animation.current = ""
 | 
			
		||||
			end
 | 
			
		||||
			if type == "stand" and self.animation.current ~= "stand" then
 | 
			
		||||
				if
 | 
			
		||||
					self.animation.stand_start
 | 
			
		||||
					and self.animation.stand_end
 | 
			
		||||
					and self.animation.speed_normal
 | 
			
		||||
				then
 | 
			
		||||
					self.object:set_animation(
 | 
			
		||||
						{x=self.animation.stand_start,y=self.animation.stand_end},
 | 
			
		||||
						self.animation.speed_normal, 0
 | 
			
		||||
					)
 | 
			
		||||
					self.animation.current = "stand"
 | 
			
		||||
				end
 | 
			
		||||
			elseif type == "walk" and self.animation.current ~= "walk"  then
 | 
			
		||||
				if
 | 
			
		||||
					self.animation.walk_start
 | 
			
		||||
					and self.animation.walk_end
 | 
			
		||||
					and self.animation.speed_normal
 | 
			
		||||
				then
 | 
			
		||||
					self.object:set_animation(
 | 
			
		||||
						{x=self.animation.walk_start,y=self.animation.walk_end},
 | 
			
		||||
						self.animation.speed_normal, 0
 | 
			
		||||
					)
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		||||
					self.animation.current = "walk"
 | 
			
		||||
				end
 | 
			
		||||
			elseif type == "run" and self.animation.current ~= "run"  then
 | 
			
		||||
				if
 | 
			
		||||
					self.animation.run_start
 | 
			
		||||
					and self.animation.run_end
 | 
			
		||||
					and self.animation.speed_run
 | 
			
		||||
				then
 | 
			
		||||
					self.object:set_animation(
 | 
			
		||||
						{x=self.animation.run_start,y=self.animation.run_end},
 | 
			
		||||
						self.animation.speed_run, 0
 | 
			
		||||
					)
 | 
			
		||||
					self.animation.current = "run"
 | 
			
		||||
				end
 | 
			
		||||
			elseif type == "punch" and self.animation.current ~= "punch"  then
 | 
			
		||||
				if
 | 
			
		||||
					self.animation.punch_start
 | 
			
		||||
					and self.animation.punch_end
 | 
			
		||||
					and self.animation.speed_normal
 | 
			
		||||
				then
 | 
			
		||||
					self.object:set_animation(
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		||||
						{x=self.animation.punch_start,y=self.animation.punch_end},
 | 
			
		||||
						self.animation.speed_normal, 0
 | 
			
		||||
					)
 | 
			
		||||
					self.animation.current = "punch"
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
		end,
 | 
			
		||||
		
 | 
			
		||||
		on_step = function(self, dtime)
 | 
			
		||||
			
 | 
			
		||||
			if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
 | 
			
		||||
				self.object:remove()
 | 
			
		||||
			end
 | 
			
		||||
			
 | 
			
		||||
			self.lifetimer = self.lifetimer - dtime
 | 
			
		||||
			if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then
 | 
			
		||||
				local player_count = 0
 | 
			
		||||
				for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 10)) do
 | 
			
		||||
					if obj:is_player() then
 | 
			
		||||
						player_count = player_count+1
 | 
			
		||||
					end
 | 
			
		||||
				end
 | 
			
		||||
				if player_count == 0 and self.state ~= "attack" then
 | 
			
		||||
					minetest.log("action","lifetimer expired, removed mob "..self.name)
 | 
			
		||||
					self.object:remove()
 | 
			
		||||
					return
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
 | 
			
		||||
			-- drop egg
 | 
			
		||||
			if self.animaltype == "clucky" then
 | 
			
		||||
				if math.random(1, 1000) <= 1
 | 
			
		||||
				and minetest.get_node(self.object:getpos()).name == "air"
 | 
			
		||||
				and self.state == "stand" then
 | 
			
		||||
					minetest.set_node(self.object:getpos(), {name="mobs:egg"})
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
			
 | 
			
		||||
			if self.object:getvelocity().y > 0.1 then
 | 
			
		||||
				local yaw = self.object:getyaw()
 | 
			
		||||
				if self.drawtype == "side" then
 | 
			
		||||
					yaw = yaw+(math.pi/2)
 | 
			
		||||
				end
 | 
			
		||||
				local x = math.sin(yaw) * -2
 | 
			
		||||
				local z = math.cos(yaw) * 2
 | 
			
		||||
				self.object:setacceleration({x=x, y=-10, z=z})
 | 
			
		||||
			else
 | 
			
		||||
				self.object:setacceleration({x=0, y=-10, z=0})
 | 
			
		||||
			end
 | 
			
		||||
			
 | 
			
		||||
			if self.disable_fall_damage and self.object:getvelocity().y == 0 then
 | 
			
		||||
				if not self.old_y then
 | 
			
		||||
					self.old_y = self.object:getpos().y
 | 
			
		||||
				else
 | 
			
		||||
					local d = self.old_y - self.object:getpos().y
 | 
			
		||||
					if d > 5 then
 | 
			
		||||
						local damage = d-5
 | 
			
		||||
						self.object:set_hp(self.object:get_hp()-damage)
 | 
			
		||||
						if self.object:get_hp() == 0 then
 | 
			
		||||
							self.object:remove()
 | 
			
		||||
						end
 | 
			
		||||
					end
 | 
			
		||||
					self.old_y = self.object:getpos().y
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
			
 | 
			
		||||
			-- if pause state then this is where the loop ends
 | 
			
		||||
			-- pause is only set after a monster is hit
 | 
			
		||||
			if self.pause_timer > 0 then
 | 
			
		||||
				self.pause_timer = self.pause_timer - dtime
 | 
			
		||||
				if self.pause_timer <= 0 then
 | 
			
		||||
					self.pause_timer = 0
 | 
			
		||||
				end
 | 
			
		||||
				return
 | 
			
		||||
			end
 | 
			
		||||
			
 | 
			
		||||
			self.timer = self.timer+dtime
 | 
			
		||||
			if self.state ~= "attack" then
 | 
			
		||||
				if self.timer < 1 then
 | 
			
		||||
					return
 | 
			
		||||
				end
 | 
			
		||||
				self.timer = 0
 | 
			
		||||
			end
 | 
			
		||||
			
 | 
			
		||||
			if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then
 | 
			
		||||
				minetest.sound_play(self.sounds.random, {object = self.object})
 | 
			
		||||
			end
 | 
			
		||||
			
 | 
			
		||||
			local do_env_damage = function(self)
 | 
			
		||||
				local pos = self.object:getpos()
 | 
			
		||||
				local n = minetest.get_node(pos)
 | 
			
		||||
				
 | 
			
		||||
				if self.light_damage and self.light_damage ~= 0
 | 
			
		||||
					and pos.y>0
 | 
			
		||||
					and minetest.get_node_light(pos)
 | 
			
		||||
					and minetest.get_node_light(pos) > 4
 | 
			
		||||
					and minetest.get_timeofday() > 0.2
 | 
			
		||||
					and minetest.get_timeofday() < 0.8
 | 
			
		||||
				then
 | 
			
		||||
					self.object:set_hp(self.object:get_hp()-self.light_damage)
 | 
			
		||||
					if self.object:get_hp() == 0 then
 | 
			
		||||
						self.object:remove()
 | 
			
		||||
					end
 | 
			
		||||
				end
 | 
			
		||||
				
 | 
			
		||||
				if self.water_damage and self.water_damage ~= 0 and
 | 
			
		||||
					minetest.get_item_group(n.name, "water") ~= 0
 | 
			
		||||
				then
 | 
			
		||||
					self.object:set_hp(self.object:get_hp()-self.water_damage)
 | 
			
		||||
					if self.object:get_hp() == 0 then
 | 
			
		||||
						self.object:remove()
 | 
			
		||||
					end
 | 
			
		||||
				end
 | 
			
		||||
				
 | 
			
		||||
				if self.lava_damage and self.lava_damage ~= 0 and
 | 
			
		||||
					minetest.get_item_group(n.name, "lava") ~= 0
 | 
			
		||||
				then
 | 
			
		||||
					self.object:set_hp(self.object:get_hp()-self.lava_damage)
 | 
			
		||||
					if self.object:get_hp() == 0 then
 | 
			
		||||
						self.object:remove()
 | 
			
		||||
					end
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
			
 | 
			
		||||
			self.env_damage_timer = self.env_damage_timer + dtime
 | 
			
		||||
			if self.state == "attack" and self.env_damage_timer > 1 then
 | 
			
		||||
				self.env_damage_timer = 0
 | 
			
		||||
				do_env_damage(self)
 | 
			
		||||
			elseif self.state ~= "attack" then
 | 
			
		||||
				do_env_damage(self)
 | 
			
		||||
			end
 | 
			
		||||
			
 | 
			
		||||
			-- FIND SOMEONE TO ATTACK
 | 
			
		||||
			if ( self.type == "monster" or self.type == "barbarian" ) and minetest.setting_getbool("enable_damage") and self.state ~= "attack" then
 | 
			
		||||
				local s = self.object:getpos()
 | 
			
		||||
				local inradius = minetest.get_objects_inside_radius(s,self.view_range)
 | 
			
		||||
				local player = nil
 | 
			
		||||
				local type = nil
 | 
			
		||||
				for _,oir in ipairs(inradius) do
 | 
			
		||||
					if oir:is_player() then
 | 
			
		||||
						player = oir
 | 
			
		||||
						type = "player"
 | 
			
		||||
					else
 | 
			
		||||
						local obj = oir:get_luaentity()
 | 
			
		||||
						if obj then
 | 
			
		||||
							player = obj.object
 | 
			
		||||
							type = obj.type
 | 
			
		||||
						end
 | 
			
		||||
					end
 | 
			
		||||
					
 | 
			
		||||
					if type == "player" or type == "npc" then
 | 
			
		||||
						local s = self.object:getpos()
 | 
			
		||||
						local p = player:getpos()
 | 
			
		||||
						local sp = s
 | 
			
		||||
						p.y = p.y + 1
 | 
			
		||||
						sp.y = sp.y + 1		-- aim higher to make looking up hills more realistic
 | 
			
		||||
						local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
 | 
			
		||||
						if dist < self.view_range and self.in_fov(self,p) then
 | 
			
		||||
							if minetest.line_of_sight(sp,p,2) == true then
 | 
			
		||||
								self.do_attack(self,player,dist)
 | 
			
		||||
								break
 | 
			
		||||
							end
 | 
			
		||||
						end
 | 
			
		||||
					end
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
			
 | 
			
		||||
			-- NPC FIND A MONSTER TO ATTACK
 | 
			
		||||
--			if self.type == "npc" and self.attacks_monsters and self.state ~= "attack" then
 | 
			
		||||
--				local s = self.object:getpos()
 | 
			
		||||
--				local inradius = minetest.get_objects_inside_radius(s,self.view_range)
 | 
			
		||||
--				for _, oir in pairs(inradius) do
 | 
			
		||||
--					local obj = oir:get_luaentity()
 | 
			
		||||
--					if obj then
 | 
			
		||||
--						if obj.type == "monster" or obj.type == "barbarian" then
 | 
			
		||||
--							-- attack monster
 | 
			
		||||
--							local p = obj.object:getpos()
 | 
			
		||||
--							local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
 | 
			
		||||
--							self.do_attack(self,obj.object,dist)
 | 
			
		||||
--							break
 | 
			
		||||
--						end
 | 
			
		||||
--					end
 | 
			
		||||
--				end
 | 
			
		||||
--			end
 | 
			
		||||
 | 
			
		||||
			if self.follow ~= "" and not self.following then
 | 
			
		||||
				for _,player in pairs(minetest.get_connected_players()) do
 | 
			
		||||
					local s = self.object:getpos()
 | 
			
		||||
					local p = player:getpos()
 | 
			
		||||
					local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
 | 
			
		||||
					if self.view_range and dist < self.view_range then
 | 
			
		||||
						self.following = player
 | 
			
		||||
						break
 | 
			
		||||
					end
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
			
 | 
			
		||||
			if self.following and self.following:is_player() then
 | 
			
		||||
				if self.following:get_wielded_item():get_name() ~= self.follow then
 | 
			
		||||
					self.following = nil
 | 
			
		||||
				else
 | 
			
		||||
					local s = self.object:getpos()
 | 
			
		||||
					local p = self.following:getpos()
 | 
			
		||||
					local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
 | 
			
		||||
					if dist > self.view_range then
 | 
			
		||||
						self.following = nil
 | 
			
		||||
						self.v_start = false
 | 
			
		||||
					else
 | 
			
		||||
						local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
 | 
			
		||||
						local yaw = math.atan(vec.z/vec.x)+math.pi/2
 | 
			
		||||
						if self.drawtype == "side" then
 | 
			
		||||
							yaw = yaw+(math.pi/2)
 | 
			
		||||
						end
 | 
			
		||||
						if p.x > s.x then
 | 
			
		||||
							yaw = yaw+math.pi
 | 
			
		||||
						end
 | 
			
		||||
						self.object:setyaw(yaw)
 | 
			
		||||
						if dist > 2 then
 | 
			
		||||
							if not self.v_start then
 | 
			
		||||
								self.v_start = true
 | 
			
		||||
								self.set_velocity(self, self.walk_velocity)
 | 
			
		||||
							else
 | 
			
		||||
								if self.jump and self.get_velocity(self) <= 1.5 and self.object:getvelocity().y == 0 then
 | 
			
		||||
									local v = self.object:getvelocity()
 | 
			
		||||
									v.y = 6
 | 
			
		||||
									self.object:setvelocity(v)
 | 
			
		||||
								end
 | 
			
		||||
								self.set_velocity(self, self.walk_velocity)
 | 
			
		||||
							end
 | 
			
		||||
							self:set_animation("walk")
 | 
			
		||||
						else
 | 
			
		||||
							self.v_start = false
 | 
			
		||||
							self.set_velocity(self, 0)
 | 
			
		||||
							self:set_animation("stand")
 | 
			
		||||
						end
 | 
			
		||||
						return
 | 
			
		||||
					end
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
 | 
			
		||||
			if self.state == "stand" then
 | 
			
		||||
				-- randomly turn
 | 
			
		||||
				if math.random(1, 4) == 1 then
 | 
			
		||||
					-- if there is a player nearby look at them
 | 
			
		||||
					local lp = nil
 | 
			
		||||
					local s = self.object:getpos()
 | 
			
		||||
					if self.type == "npc" then
 | 
			
		||||
						local o = minetest.get_objects_inside_radius(self.object:getpos(), 3)
 | 
			
		||||
						
 | 
			
		||||
						local yaw = 0
 | 
			
		||||
						for _,o in ipairs(o) do
 | 
			
		||||
							if o:is_player() then
 | 
			
		||||
								lp = o:getpos()
 | 
			
		||||
								break
 | 
			
		||||
							end
 | 
			
		||||
						end
 | 
			
		||||
					end
 | 
			
		||||
					if lp ~= nil then
 | 
			
		||||
						local vec = {x=lp.x-s.x, y=lp.y-s.y, z=lp.z-s.z}
 | 
			
		||||
						yaw = math.atan(vec.z/vec.x)+math.pi/2
 | 
			
		||||
						if self.drawtype == "side" then
 | 
			
		||||
							yaw = yaw+(math.pi/2)
 | 
			
		||||
						end
 | 
			
		||||
						if lp.x > s.x then
 | 
			
		||||
							yaw = yaw+math.pi
 | 
			
		||||
						end
 | 
			
		||||
					else 
 | 
			
		||||
						yaw = self.object:getyaw()+((math.random(0,360)-180)/180*math.pi)
 | 
			
		||||
					end
 | 
			
		||||
					self.object:setyaw(yaw)
 | 
			
		||||
				end
 | 
			
		||||
				self.set_velocity(self, 0)
 | 
			
		||||
				self.set_animation(self, "stand")
 | 
			
		||||
				if math.random(1, 100) <= self.walk_chance then
 | 
			
		||||
					self.set_velocity(self, self.walk_velocity)
 | 
			
		||||
					self.state = "walk"
 | 
			
		||||
					self.set_animation(self, "walk")
 | 
			
		||||
				end
 | 
			
		||||
			elseif self.state == "walk" then
 | 
			
		||||
				if math.random(1, 100) <= 30 then
 | 
			
		||||
					self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
 | 
			
		||||
				end
 | 
			
		||||
				if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
 | 
			
		||||
					local v = self.object:getvelocity()
 | 
			
		||||
					v.y = 5
 | 
			
		||||
					self.object:setvelocity(v)
 | 
			
		||||
				end
 | 
			
		||||
				self:set_animation("walk")
 | 
			
		||||
				self.set_velocity(self, self.walk_velocity)
 | 
			
		||||
				if math.random(1, 100) <= 30 then
 | 
			
		||||
					self.set_velocity(self, 0)
 | 
			
		||||
					self.state = "stand"
 | 
			
		||||
					self:set_animation("stand")
 | 
			
		||||
				end
 | 
			
		||||
			elseif self.state == "attack" and self.attack_type == "dogfight" then
 | 
			
		||||
				if not self.attack.player or not self.attack.player:getpos() then
 | 
			
		||||
					print("stop attacking")
 | 
			
		||||
					self.state = "stand"
 | 
			
		||||
					self:set_animation("stand")
 | 
			
		||||
					return
 | 
			
		||||
				end
 | 
			
		||||
				local s = self.object:getpos()
 | 
			
		||||
				local p = self.attack.player:getpos()
 | 
			
		||||
				local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
 | 
			
		||||
				if dist > self.view_range or self.attack.player:get_hp() <= 0 then
 | 
			
		||||
					self.state = "stand"
 | 
			
		||||
					self.v_start = false
 | 
			
		||||
					self.set_velocity(self, 0)
 | 
			
		||||
					self.attack = {player=nil, dist=nil}
 | 
			
		||||
					self:set_animation("stand")
 | 
			
		||||
					return
 | 
			
		||||
				else
 | 
			
		||||
					self.attack.dist = dist
 | 
			
		||||
				end
 | 
			
		||||
				
 | 
			
		||||
				local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
 | 
			
		||||
				local yaw = math.atan(vec.z/vec.x)+math.pi/2
 | 
			
		||||
				if self.drawtype == "side" then
 | 
			
		||||
					yaw = yaw+(math.pi/2)
 | 
			
		||||
				end
 | 
			
		||||
				if p.x > s.x then
 | 
			
		||||
					yaw = yaw+math.pi
 | 
			
		||||
				end
 | 
			
		||||
				self.object:setyaw(yaw)
 | 
			
		||||
				if self.attack.dist > 2 then
 | 
			
		||||
					if not self.v_start then
 | 
			
		||||
						self.v_start = true
 | 
			
		||||
						self.set_velocity(self, self.run_velocity)
 | 
			
		||||
					else
 | 
			
		||||
						if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
 | 
			
		||||
							local v = self.object:getvelocity()
 | 
			
		||||
							v.y = 5
 | 
			
		||||
							self.object:setvelocity(v)
 | 
			
		||||
						end
 | 
			
		||||
						self.set_velocity(self, self.run_velocity)
 | 
			
		||||
					end
 | 
			
		||||
					self:set_animation("run")
 | 
			
		||||
				else
 | 
			
		||||
					self.set_velocity(self, 0)
 | 
			
		||||
					self:set_animation("punch")
 | 
			
		||||
					self.v_start = false
 | 
			
		||||
					if self.timer > 1 then
 | 
			
		||||
						self.timer = 0
 | 
			
		||||
						local p2 = p
 | 
			
		||||
						local s2 = s
 | 
			
		||||
						p2.y = p2.y + 1.5
 | 
			
		||||
						s2.y = s2.y + 1.5
 | 
			
		||||
						if minetest.line_of_sight(p2,s2) == true then
 | 
			
		||||
							if self.sounds and self.sounds.attack then
 | 
			
		||||
								minetest.sound_play(self.sounds.attack, {object = self.object})
 | 
			
		||||
							end
 | 
			
		||||
							self.attack.player:punch(self.object, 1.0,  {
 | 
			
		||||
								full_punch_interval=1.0,
 | 
			
		||||
								damage_groups = {fleshy=self.damage}
 | 
			
		||||
							}, vec)
 | 
			
		||||
							if self.attack.player:get_hp() <= 0 then
 | 
			
		||||
								self.state = "stand"
 | 
			
		||||
								self:set_animation("stand")
 | 
			
		||||
							end
 | 
			
		||||
						end
 | 
			
		||||
					end
 | 
			
		||||
				end
 | 
			
		||||
			elseif self.state == "attack" and self.attack_type == "shoot" then
 | 
			
		||||
				if not self.attack.player or not self.attack.player:is_player() then
 | 
			
		||||
					self.state = "stand"
 | 
			
		||||
					self:set_animation("stand")
 | 
			
		||||
					return
 | 
			
		||||
				end
 | 
			
		||||
				local s = self.object:getpos()
 | 
			
		||||
				local p = self.attack.player:getpos()
 | 
			
		||||
				p.y = p.y - .5
 | 
			
		||||
				s.y = s.y + .5
 | 
			
		||||
				local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
 | 
			
		||||
				if dist > self.view_range or self.attack.player:get_hp() <= 0 then
 | 
			
		||||
					self.state = "stand"
 | 
			
		||||
					self.v_start = false
 | 
			
		||||
					self.set_velocity(self, 0)
 | 
			
		||||
					if self.type ~= "npc" then
 | 
			
		||||
						self.attack = {player=nil, dist=nil}
 | 
			
		||||
					end
 | 
			
		||||
					self:set_animation("stand")
 | 
			
		||||
					return
 | 
			
		||||
				else
 | 
			
		||||
					self.attack.dist = dist
 | 
			
		||||
				end
 | 
			
		||||
				
 | 
			
		||||
				local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
 | 
			
		||||
				local yaw = math.atan(vec.z/vec.x)+math.pi/2
 | 
			
		||||
				if self.drawtype == "side" then
 | 
			
		||||
					yaw = yaw+(math.pi/2)
 | 
			
		||||
				end
 | 
			
		||||
				if p.x > s.x then
 | 
			
		||||
					yaw = yaw+math.pi
 | 
			
		||||
				end
 | 
			
		||||
				self.object:setyaw(yaw)
 | 
			
		||||
				self.set_velocity(self, 0)
 | 
			
		||||
				
 | 
			
		||||
				if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
 | 
			
		||||
					self.timer = 0
 | 
			
		||||
 | 
			
		||||
					self:set_animation("punch")
 | 
			
		||||
 | 
			
		||||
					if self.sounds and self.sounds.attack then
 | 
			
		||||
						minetest.sound_play(self.sounds.attack, {object = self.object})
 | 
			
		||||
					end
 | 
			
		||||
 | 
			
		||||
					local p = self.object:getpos()
 | 
			
		||||
					p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2
 | 
			
		||||
					local obj = minetest.add_entity(p, self.arrow)
 | 
			
		||||
					local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5
 | 
			
		||||
					local v = obj:get_luaentity().velocity
 | 
			
		||||
					vec.y = vec.y+1
 | 
			
		||||
					vec.x = vec.x*v/amount
 | 
			
		||||
					vec.y = vec.y*v/amount
 | 
			
		||||
					vec.z = vec.z*v/amount
 | 
			
		||||
					obj:setvelocity(vec)
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
		end,
 | 
			
		||||
 | 
			
		||||
		on_activate = function(self, staticdata, dtime_s)
 | 
			
		||||
			-- reset HP
 | 
			
		||||
			local pos = self.object:getpos()
 | 
			
		||||
			local distance_rating = ( ( get_distance({x=0,y=0,z=0},pos) ) / 20000 )	
 | 
			
		||||
			local newHP = self.hp_min + math.floor( self.hp_max * distance_rating )
 | 
			
		||||
			self.object:set_hp( newHP )
 | 
			
		||||
 | 
			
		||||
			self.object:set_armor_groups({fleshy=self.armor})
 | 
			
		||||
			self.object:setacceleration({x=0, y=-10, z=0})
 | 
			
		||||
			self.state = "stand"
 | 
			
		||||
			self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0})
 | 
			
		||||
			self.object:setyaw(math.random(1, 360)/180*math.pi)
 | 
			
		||||
			if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
 | 
			
		||||
				self.object:remove()
 | 
			
		||||
			end
 | 
			
		||||
			if self.type ~= "npc" then
 | 
			
		||||
				self.lifetimer = 600 - dtime_s
 | 
			
		||||
			end
 | 
			
		||||
			if staticdata then
 | 
			
		||||
				local tmp = minetest.deserialize(staticdata)
 | 
			
		||||
				if tmp and tmp.lifetimer then
 | 
			
		||||
					self.lifetimer = tmp.lifetimer - dtime_s
 | 
			
		||||
				end
 | 
			
		||||
				if tmp and tmp.tamed then
 | 
			
		||||
					self.tamed = tmp.tamed
 | 
			
		||||
				end
 | 
			
		||||
				--[[if tmp and tmp.textures then
 | 
			
		||||
					self.object:set_properties(tmp.textures)
 | 
			
		||||
				end]]
 | 
			
		||||
			end
 | 
			
		||||
			if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then
 | 
			
		||||
				self.object:remove()
 | 
			
		||||
			end
 | 
			
		||||
		end,
 | 
			
		||||
 | 
			
		||||
		get_staticdata = function(self)
 | 
			
		||||
			local tmp = {
 | 
			
		||||
				lifetimer = self.lifetimer,
 | 
			
		||||
				tamed = self.tamed,
 | 
			
		||||
				textures = { textures = self.textures },
 | 
			
		||||
			}
 | 
			
		||||
			return minetest.serialize(tmp)
 | 
			
		||||
		end,
 | 
			
		||||
 | 
			
		||||
		on_punch = function(self, hitter, tflp, tool_capabilities, dir)
 | 
			
		||||
 | 
			
		||||
			process_weapon(hitter,tflp,tool_capabilities)
 | 
			
		||||
 | 
			
		||||
			local pos = self.object:getpos()
 | 
			
		||||
			if self.object:get_hp() <= 0 then
 | 
			
		||||
				if hitter and hitter:is_player() and hitter:get_inventory() then
 | 
			
		||||
					for _,drop in ipairs(self.drops) do
 | 
			
		||||
						if math.random(1, drop.chance) == 1 then
 | 
			
		||||
							local d = ItemStack(drop.name.." "..math.random(drop.min, drop.max))
 | 
			
		||||
--							default.drop_item(pos,d)
 | 
			
		||||
							local pos2 = pos
 | 
			
		||||
							pos2.y = pos2.y + 0.5 -- drop items half block higher
 | 
			
		||||
							minetest.add_item(pos2,d)
 | 
			
		||||
						end
 | 
			
		||||
					end
 | 
			
		||||
					
 | 
			
		||||
--					if self.sounds.death ~= nil then
 | 
			
		||||
--						minetest.sound_play(self.sounds.death,{
 | 
			
		||||
--							object = self.object,
 | 
			
		||||
--						})
 | 
			
		||||
--					end
 | 
			
		||||
--					if minetest.get_modpath("skills") and minetest.get_modpath("experience") then
 | 
			
		||||
--						-- DROP experience
 | 
			
		||||
--						local distance_rating = ( ( get_distance({x=0,y=0,z=0},pos) ) / ( skills.get_player_level(hitter:get_player_name()).level * 1000 ) )
 | 
			
		||||
--						local emax = math.floor( self.exp_min + ( distance_rating * self.exp_max ) )
 | 
			
		||||
--						local expGained = math.random(self.exp_min, emax)
 | 
			
		||||
--						skills.add_exp(hitter:get_player_name(),expGained)
 | 
			
		||||
--						local expStack = experience.exp_to_items(expGained)
 | 
			
		||||
--						for _,stack in ipairs(expStack) do
 | 
			
		||||
--							default.drop_item(pos,stack)
 | 
			
		||||
--						end
 | 
			
		||||
--					end
 | 
			
		||||
 | 
			
		||||
--					-- see if there are any NPCs to shower you with rewards
 | 
			
		||||
--					if self.type ~= "npc" then
 | 
			
		||||
--						local inradius = minetest.get_objects_inside_radius(hitter:getpos(),10)
 | 
			
		||||
--						for _, oir in pairs(inradius) do
 | 
			
		||||
--							local obj = oir:get_luaentity()
 | 
			
		||||
--							if obj then	
 | 
			
		||||
--								if obj.type == "npc" and obj.rewards ~= nil then
 | 
			
		||||
--									local yaw = nil
 | 
			
		||||
--									local lp = hitter:getpos()
 | 
			
		||||
--									local s = obj.object:getpos()
 | 
			
		||||
--									local vec = {x=lp.x-s.x, y=1, z=lp.z-s.z}
 | 
			
		||||
--									yaw = math.atan(vec.z/vec.x)+math.pi/2
 | 
			
		||||
--									if self.drawtype == "side" then
 | 
			
		||||
--										yaw = yaw+(math.pi/2)
 | 
			
		||||
--									end
 | 
			
		||||
--									if lp.x > s.x then
 | 
			
		||||
--										yaw = yaw+math.pi
 | 
			
		||||
--									end
 | 
			
		||||
--									obj.object:setyaw(yaw)
 | 
			
		||||
--									local x = math.sin(yaw) * -2
 | 
			
		||||
--									local z = math.cos(yaw) * 2
 | 
			
		||||
--									acc = {x=x, y=-5, z=z}
 | 
			
		||||
--									for _, r in pairs(obj.rewards) do
 | 
			
		||||
--										if math.random(0,100) < r.chance then
 | 
			
		||||
--											default.drop_item(obj.object:getpos(),r.item, vec, acc)
 | 
			
		||||
--										end
 | 
			
		||||
--									end
 | 
			
		||||
--								end
 | 
			
		||||
--							end
 | 
			
		||||
--						end
 | 
			
		||||
--					end
 | 
			
		||||
					
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
 | 
			
		||||
			--blood_particles
 | 
			
		||||
 | 
			
		||||
			if self.blood_amount > 0 and pos then
 | 
			
		||||
				local p = pos
 | 
			
		||||
				p.y = p.y + self.blood_offset
 | 
			
		||||
 | 
			
		||||
				minetest.add_particlespawner(
 | 
			
		||||
					5, --blood_amount, --amount
 | 
			
		||||
					0.25, --time
 | 
			
		||||
					{x=p.x-0.2, y=p.y-0.2, z=p.z-0.2}, --minpos
 | 
			
		||||
					{x=p.x+0.2, y=p.y+0.2, z=p.z+0.2}, --maxpos
 | 
			
		||||
					{x=0, y=-2, z=0}, --minvel
 | 
			
		||||
					{x=2, y=2, z=2}, --maxvel
 | 
			
		||||
					{x=-4,y=-4,z=-4}, --minacc
 | 
			
		||||
					{x=4,y=-4,z=4}, --maxacc
 | 
			
		||||
					0.1, --minexptime
 | 
			
		||||
					1, --maxexptime
 | 
			
		||||
					0.5, --minsize
 | 
			
		||||
					1, --maxsize
 | 
			
		||||
					false, --collisiondetection
 | 
			
		||||
					self.blood_texture --texture
 | 
			
		||||
				)
 | 
			
		||||
			end
 | 
			
		||||
 | 
			
		||||
			-- knock back effect, adapted from blockmen's pyramids mod
 | 
			
		||||
			-- https://github.com/BlockMen/pyramids
 | 
			
		||||
			local kb = self.knock_back
 | 
			
		||||
			local r = self.recovery_time
 | 
			
		||||
 | 
			
		||||
			if tflp < tool_capabilities.full_punch_interval then
 | 
			
		||||
				kb = kb * ( tflp / tool_capabilities.full_punch_interval )
 | 
			
		||||
				r = r * ( tflp / tool_capabilities.full_punch_interval )
 | 
			
		||||
			end
 | 
			
		||||
 | 
			
		||||
			local ykb=2
 | 
			
		||||
			local v = self.object:getvelocity()
 | 
			
		||||
			if v.y ~= 0 then
 | 
			
		||||
				ykb = 0
 | 
			
		||||
			end 
 | 
			
		||||
 | 
			
		||||
			self.object:setvelocity({x=dir.x*kb,y=ykb,z=dir.z*kb})
 | 
			
		||||
			self.pause_timer = r
 | 
			
		||||
 | 
			
		||||
			-- attack puncher and call other mobs for help
 | 
			
		||||
			if self.passive == false then
 | 
			
		||||
				if self.state ~= "attack" then
 | 
			
		||||
					self.do_attack(self,hitter,1)
 | 
			
		||||
				end
 | 
			
		||||
				-- alert other NPCs to the attack
 | 
			
		||||
				local inradius = minetest.get_objects_inside_radius(hitter:getpos(),5)
 | 
			
		||||
				for _, oir in pairs(inradius) do
 | 
			
		||||
					local obj = oir:get_luaentity()
 | 
			
		||||
					if obj then
 | 
			
		||||
						if obj.group_attack == true and obj.state ~= "attack" then
 | 
			
		||||
							obj.do_attack(obj,hitter,1)
 | 
			
		||||
						end
 | 
			
		||||
					end
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
		end,
 | 
			
		||||
		
 | 
			
		||||
	})
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
mobs.spawning_mobs = {}
 | 
			
		||||
function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, min_dist, max_dist, spawn_func)
 | 
			
		||||
	mobs.spawning_mobs[name] = true	
 | 
			
		||||
	minetest.register_abm({
 | 
			
		||||
		nodenames = nodes,
 | 
			
		||||
		neighbors = {"air"},
 | 
			
		||||
		interval = 30,
 | 
			
		||||
		chance = chance,
 | 
			
		||||
		action = function(pos, node, _, active_object_count_wider)
 | 
			
		||||
			if active_object_count_wider > active_object_count then
 | 
			
		||||
				return
 | 
			
		||||
			end
 | 
			
		||||
			if not mobs.spawning_mobs[name] then
 | 
			
		||||
				return
 | 
			
		||||
			end
 | 
			
		||||
			
 | 
			
		||||
			pos.y = pos.y+1
 | 
			
		||||
			if not minetest.get_node_light(pos) then
 | 
			
		||||
				return
 | 
			
		||||
			end
 | 
			
		||||
			if minetest.get_node_light(pos) > max_light then
 | 
			
		||||
				return
 | 
			
		||||
			end
 | 
			
		||||
			if minetest.get_node_light(pos) < min_light then
 | 
			
		||||
				return
 | 
			
		||||
			end
 | 
			
		||||
			if pos.y > max_height then
 | 
			
		||||
				return
 | 
			
		||||
			end
 | 
			
		||||
 | 
			
		||||
			if not minetest.registered_nodes[minetest.get_node(pos).name] then return end
 | 
			
		||||
			if minetest.registered_nodes[minetest.get_node(pos).name].walkable then return end
 | 
			
		||||
 | 
			
		||||
			pos.y = pos.y+1
 | 
			
		||||
 | 
			
		||||
			if not minetest.registered_nodes[minetest.get_node(pos).name] then return end
 | 
			
		||||
			if minetest.registered_nodes[minetest.get_node(pos).name].walkable then return end
 | 
			
		||||
 | 
			
		||||
			if min_dist == nil then
 | 
			
		||||
				min_dist = {x=-1,z=-1}
 | 
			
		||||
			end
 | 
			
		||||
			if max_dist == nil then
 | 
			
		||||
				max_dist = {x=33000,z=33000}
 | 
			
		||||
			end
 | 
			
		||||
	
 | 
			
		||||
			if math.abs(pos.x) < min_dist.x or math.abs(pos.z) < min_dist.z then
 | 
			
		||||
				return
 | 
			
		||||
			end
 | 
			
		||||
			
 | 
			
		||||
			if math.abs(pos.x) > max_dist.x or math.abs(pos.z) > max_dist.z then
 | 
			
		||||
				return
 | 
			
		||||
			end
 | 
			
		||||
		
 | 
			
		||||
			if spawn_func and not spawn_func(pos, node) then
 | 
			
		||||
				return
 | 
			
		||||
			end
 | 
			
		||||
 | 
			
		||||
			if minetest.setting_getbool("display_mob_spawn") then
 | 
			
		||||
				minetest.chat_send_all("[mobs] Add "..name.." at "..minetest.pos_to_string(pos))
 | 
			
		||||
			end
 | 
			
		||||
			local mob = minetest.add_entity(pos, name)
 | 
			
		||||
 | 
			
		||||
			-- setup the hp, armor, drops, etc... for this specific mob
 | 
			
		||||
			local distance_rating = ( ( get_distance({x=0,y=0,z=0},pos) ) / 15000 )	
 | 
			
		||||
			if mob then
 | 
			
		||||
				mob = mob:get_luaentity()
 | 
			
		||||
				local newHP = mob.hp_min + math.floor( mob.hp_max * distance_rating )
 | 
			
		||||
				mob.object:set_hp( newHP )
 | 
			
		||||
			end
 | 
			
		||||
		end
 | 
			
		||||
	})
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function mobs:register_arrow(name, def)
 | 
			
		||||
	minetest.register_entity(name, {
 | 
			
		||||
		physical = false,
 | 
			
		||||
		visual = def.visual,
 | 
			
		||||
		visual_size = def.visual_size,
 | 
			
		||||
		textures = def.textures,
 | 
			
		||||
		velocity = def.velocity,
 | 
			
		||||
		hit_player = def.hit_player,
 | 
			
		||||
		hit_node = def.hit_node,
 | 
			
		||||
		collisionbox = {0,0,0,0,0,0}, -- remove box around arrows
 | 
			
		||||
 | 
			
		||||
		on_step = function(self, dtime)
 | 
			
		||||
			local pos = self.object:getpos()
 | 
			
		||||
			if minetest.get_node(self.object:getpos()).name ~= "air" then
 | 
			
		||||
				self.hit_node(self, pos, node)
 | 
			
		||||
				self.object:remove()
 | 
			
		||||
				return
 | 
			
		||||
			end
 | 
			
		||||
			-- pos.y = pos.y-1.0
 | 
			
		||||
			for _,player in pairs(minetest.get_objects_inside_radius(pos, 1)) do
 | 
			
		||||
				if player:is_player() then
 | 
			
		||||
					self.hit_player(self, player)
 | 
			
		||||
					self.object:remove()
 | 
			
		||||
					return
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
		end
 | 
			
		||||
	})
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function get_distance(pos1,pos2)
 | 
			
		||||
	if ( pos1 ~= nil and pos2 ~= nil ) then
 | 
			
		||||
		return math.abs(math.floor(math.sqrt( (pos1.x - pos2.x)^2 + (pos1.z - pos2.z)^2 )))
 | 
			
		||||
	else
 | 
			
		||||
		return 0
 | 
			
		||||
	end
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function process_weapon(player, time_from_last_punch, tool_capabilities)
 | 
			
		||||
local weapon = player:get_wielded_item()
 | 
			
		||||
	if tool_capabilities ~= nil then
 | 
			
		||||
		local wear = ( tool_capabilities.full_punch_interval / 75 ) * 65535
 | 
			
		||||
		weapon:add_wear(wear)
 | 
			
		||||
		player:set_wielded_item(weapon)
 | 
			
		||||
	end
 | 
			
		||||
	
 | 
			
		||||
--	if weapon:get_definition().sounds ~= nil then
 | 
			
		||||
--		local s = math.random(0,#weapon:get_definition().sounds)
 | 
			
		||||
--		minetest.sound_play(weapon:get_definition().sounds[s], {
 | 
			
		||||
--			object=player,
 | 
			
		||||
--		})
 | 
			
		||||
--	else
 | 
			
		||||
--		minetest.sound_play("default_sword_wood", {
 | 
			
		||||
--			object = player,
 | 
			
		||||
--		})
 | 
			
		||||
--	end	
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
		Reference in New Issue
	
	Block a user