mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-12-24 01:30:38 +01:00
Temp files removed
- Removing the temp files TODO : Make git ignore them
This commit is contained in:
parent
8b9670a24b
commit
6a8e1c9bac
@ -1,237 +0,0 @@
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--
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-- Falling stuff custom for protected area
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--
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core.register_entity(":__builtin:falling_node", {
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initial_properties = {
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physical = true,
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collide_with_objects = false,
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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visual = "wielditem",
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textures = {},
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visual_size = {x=0.667, y=0.667},
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owner = "falling",
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},
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node = {},
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set_node = function(self, node)
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self.node = node
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local stack = ItemStack(node.name)
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local itemtable = stack:to_table()
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local itemname = nil
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if itemtable then
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itemname = stack:to_table().name
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end
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local item_texture = nil
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local item_type = ""
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if core.registered_items[itemname] then
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item_texture = core.registered_items[itemname].inventory_image
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item_type = core.registered_items[itemname].type
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end
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prop = {
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is_visible = true,
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textures = {node.name},
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}
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self.object:set_properties(prop)
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end,
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set_owner = function(self, owner)
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self.owner = owner
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end,
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get_staticdata = function(self)
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return self.node.name
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end,
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal=1})
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self:set_node({name=staticdata})
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end,
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on_step = function(self, dtime)
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-- Set gravity
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self.object:setacceleration({x=0, y=-10, z=0})
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-- Turn to actual sand when collides to ground or just move
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local pos = self.object:getpos()
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local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point
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local bcn = core.get_node(bcp)
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local bcd = core.registered_nodes[bcn.name]
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-- Note: walkable is in the node definition, not in item groups
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if not bcd or
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(bcd.walkable or
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(core.get_item_group(self.node.name, "float") ~= 0 and
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bcd.liquidtype ~= "none")) then
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if bcd and bcd.leveled and
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bcn.name == self.node.name then
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local addlevel = self.node.level
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if addlevel == nil or addlevel <= 0 then
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addlevel = bcd.leveled
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end
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if core.add_node_level(bcp, addlevel) == 0 then
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self.object:remove()
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return
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end
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elseif bcd and bcd.buildable_to and
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(core.get_item_group(self.node.name, "float") == 0 or
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bcd.liquidtype == "none") then
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core.remove_node(bcp)
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return
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end
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local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
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-- Check what's here
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local n2 = core.get_node(np)
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-- If it's not air or liquid, remove node and replace it with
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-- it's drops
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if n2.name ~= "air" and (not core.registered_nodes[n2.name] or
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core.registered_nodes[n2.name].liquidtype == "none") then
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core.remove_node(np)
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if core.registered_nodes[n2.name].buildable_to == false then
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-- Add dropped items
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local drops = core.get_node_drops(n2.name, "")
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local _, dropped_item
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for _, dropped_item in ipairs(drops) do
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core.add_item(np, dropped_item)
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end
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end
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-- Run script hook
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local _, callback
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for _, callback in ipairs(core.registered_on_dignodes) do
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callback(np, n2, nil)
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end
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end
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-- Create node and remove entity
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if not minetest.is_protected(pos,self.owner) then
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core.add_node(np, self.node)
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else
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core.add_item(np, self.node)
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end
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self.object:remove()
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nodeupdate(np)
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return
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end
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local vel = self.object:getvelocity()
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if vector.equals(vel, {x=0,y=0,z=0}) then
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local npos = self.object:getpos()
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self.object:setpos(vector.round(npos))
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end
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end
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})
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function spawn_falling_node(p, node, owners)
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obj = core.add_entity(p, "__builtin:falling_node")
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obj:get_luaentity():set_node(node)
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obj:get_luaentity():set_owner(owners)
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end
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function drop_attached_node(p)
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local nn = core.get_node(p).name
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core.remove_node(p)
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for _,item in ipairs(core.get_node_drops(nn, "")) do
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local pos = {
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x = p.x + math.random()/2 - 0.25,
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y = p.y + math.random()/2 - 0.25,
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z = p.z + math.random()/2 - 0.25,
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}
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core.add_item(pos, item)
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end
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end
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function check_attached_node(p, n)
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local def = core.registered_nodes[n.name]
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local d = {x=0, y=0, z=0}
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if def.paramtype2 == "wallmounted" then
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if n.param2 == 0 then
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d.y = 1
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elseif n.param2 == 1 then
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d.y = -1
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elseif n.param2 == 2 then
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d.x = 1
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elseif n.param2 == 3 then
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d.x = -1
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elseif n.param2 == 4 then
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d.z = 1
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elseif n.param2 == 5 then
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d.z = -1
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end
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else
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d.y = -1
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end
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local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z}
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local nn = core.get_node(p2).name
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local def2 = core.registered_nodes[nn]
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if def2 and not def2.walkable then
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return false
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end
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return true
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end
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--
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-- Some common functions
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--
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function nodeupdate_single(p, delay)
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n = core.get_node(p)
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if core.get_item_group(n.name, "falling_node") ~= 0 then
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p_bottom = {x=p.x, y=p.y-1, z=p.z}
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n_bottom = core.get_node(p_bottom)
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-- Note: walkable is in the node definition, not in item groups
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if core.registered_nodes[n_bottom.name] and
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(core.get_item_group(n.name, "float") == 0 or
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core.registered_nodes[n_bottom.name].liquidtype == "none") and
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(n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
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core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
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(not core.registered_nodes[n_bottom.name].walkable or
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core.registered_nodes[n_bottom.name].buildable_to) then
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if delay then
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core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
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else
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n.level = core.get_node_level(p)
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local meta = minetest.env:get_meta(p)
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--print('get owner '.. meta:get_string("owner"))
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spawn_falling_node(p, n, meta:get_string("owner"))
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core.remove_node(p)
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nodeupdate(p)
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end
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end
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end
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if core.get_item_group(n.name, "attached_node") ~= 0 then
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if not check_attached_node(p, n) then
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drop_attached_node(p)
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nodeupdate(p)
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end
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end
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end
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function nodeupdate(p, delay)
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-- Round p to prevent falling entities to get stuck
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p.x = math.floor(p.x+0.5)
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p.y = math.floor(p.y+0.5)
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p.z = math.floor(p.z+0.5)
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for x = -1,1 do
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for y = -1,1 do
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for z = -1,1 do
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nodeupdate_single({x=p.x+x, y=p.y+y, z=p.z+z}, delay or not (x==0 and y==0 and z==0))
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end
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end
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end
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end
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--
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-- Global callbacks
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--
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function on_placenode(p, node)
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nodeupdate(p)
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end
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core.register_on_placenode(on_placenode)
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function on_dignode(p, node)
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nodeupdate(p)
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end
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core.register_on_dignode(on_dignode)
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@ -1,105 +0,0 @@
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-- Dungeon Master (This one spits out fireballs at you)
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mobs:register_mob("mobs:dungeon_master", {
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type = "monster",
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hp_min = 45,
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hp_max = 55,
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collisionbox = {-0.7, -0.01, -0.7, 0.7, 2.6, 0.7},
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visual = "mesh",
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mesh = "mobs_dungeon_master.x",
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textures = {"mobs_dungeon_master.png"},
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visual_size = {x=8, y=8},
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makes_footstep_sound = true,
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view_range = 16,
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walk_velocity = 1,
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run_velocity = 3,
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damage = 12,
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drops = {
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{name = "default:mese_crystal_fragment",
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chance = 1,
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min = 1,
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max = 3,},
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{name = "default:diamond",
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chance = 5,
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min = 1,
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max = 3,},
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{name = "default:mese_crystal",
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chance = 2,
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min = 1,
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max = 3,},
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{name = "default:diamond_block",
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chance = 30,
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min = 1,
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max = 1,},
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{name = "maptools:silver_coin",
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chance = 1,
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min = 1,
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max = 5,},
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},
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armor = 60,
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drawtype = "front",
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water_damage = 1,
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lava_damage = 1,
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light_damage = 0,
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on_rightclick = nil,
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attack_type = "shoot",
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arrow = "mobs:fireball",
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shoot_interval = 2.5,
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sounds = {
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attack = "mobs_fireball",
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},
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animation = {
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stand_start = 0,
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stand_end = 19,
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walk_start = 20,
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walk_end = 35,
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punch_start = 36,
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punch_end = 48,
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speed_normal = 15,
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speed_run = 15,
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},
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jump = true,
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step = 0.5,
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blood_texture = "mobs_blood.png",
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})
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mobs:register_spawn("mobs:dungeon_master", {"default:stone"}, 2, -1, 6000, 1, -70)
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-- Fireball (weapon)
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mobs:register_arrow("mobs:fireball", {
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visual = "sprite",
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visual_size = {x=1, y=1},
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textures = {"mobs_fireball.png"},
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velocity = 5,
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-- direct hit, no fire... just plenty of pain
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hit_player = function(self, player)
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local s = self.object:getpos()
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local p = player:getpos()
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player:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups = {fleshy=8},
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}, 0) -- {x=s.x-p.x, y=s.y-p.y, z=s.z-p.z})
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end,
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-- node hit, bursts into flame (cannot blast through obsidian)
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hit_node = function(self, pos, node)
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for dx=-1,1 do
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for dy=-1,1 do
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for dz=-1,1 do
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local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
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local n = minetest.env:get_node(p).name
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if n ~= "default:obsidian" and n ~= "ethereal:obsidian_brick" then
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if minetest.registered_nodes[n].groups.flammable or math.random(1, 100) <= 30 then
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minetest.env:set_node(p, {name="fire:basic_flame"})
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else
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minetest.env:set_node(p, {name="air"})
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end
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end
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end
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end
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end
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end
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})
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@ -1,90 +0,0 @@
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--= Mese Monster by Zeg9
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-- 9 mese crystal fragments = 1 mese crystal
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minetest.register_craft({
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output = "default:mese_crystal",
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recipe = {
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{"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment"},
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{"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment"},
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{"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment"},
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}
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})
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-- Mese Monster
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mobs:register_mob("mobs:mese_monster", {
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type = "monster",
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hp_min = 15,
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hp_max = 30,
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collisionbox = {-0.5, -1.5, -0.5, 0.5, 0.5, 0.5},
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visual = "mesh",
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mesh = "zmobs_mese_monster.x",
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textures = {"zmobs_mese_monster.png"},
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visual_size = {x=1, y=1},
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makes_footstep_sound = true,
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view_range = 16,
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walk_velocity = 1,
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run_velocity = 3,
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damage = 7,
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drops = {
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{name = "default:mese_crystal",
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chance = 9,
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min = 1,
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max = 3,},
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{name = "default:mese_crystal_fragment",
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chance = 1,
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min = 1,
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max = 9,},
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{name = "maptools:silver_coin",
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chance = 2,
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min = 1,
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max = 2,},
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},
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light_resistant = true,
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armor = 80,
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drawtype = "front",
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water_damage = 0,
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lava_damage = 0,
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light_damage = 0,
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attack_type = "shoot",
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arrow = "mobs:mese_arrow",
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shoot_interval = .5,
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animation = {
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speed_normal = 15,
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speed_run = 15,
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stand_start = 0,
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stand_end = 14,
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walk_start = 15,
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walk_end = 38,
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run_start = 40,
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run_end = 63,
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punch_start = 15, -- 40
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punch_end = 38, -- 63
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},
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jump = true,
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step = 1,
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blood_texture = "default_mese_crystal_fragment.png",
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})
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mobs:register_spawn("mobs:mese_monster", {"default:stone", "nether:netherrack"}, 3, -1, 4000, 1, -20)
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-- Mese Monster Crystal Shards (weapon)
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mobs:register_arrow("mobs:mese_arrow", {
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visual = "sprite",
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visual_size = {x=.5, y=.5},
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textures = {"default_mese_crystal_fragment.png"},
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velocity = 5,
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hit_player = function(self, player)
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local s = self.object:getpos()
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local p = player:getpos()
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player:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups = {fleshy=1},
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}, 0) -- {x=s.x-p.x, y=s.y-p.y, z=s.z-p.z})
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end,
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hit_node = function(self, pos, node)
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end
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})
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