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https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-29 22:11:10 +01:00
Make flying mobs float in water and lava
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parent
8783912938
commit
0794bc5437
2 changed files with 199 additions and 4 deletions
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@ -29,7 +29,7 @@ end
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| | / _` | '_ \ / _` |
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| | / _` | '_ \ / _` |
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| |___| (_| | | | | (_| |
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| |___| (_| | | | | (_| |
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\_____/\__,_|_| |_|\__,_|
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\_____/\__,_|_| |_|\__,_|
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]]
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]]--
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--this is basically reverse jump_check
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--this is basically reverse jump_check
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local cliff_check = function(self,dtime)
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local cliff_check = function(self,dtime)
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@ -297,6 +297,130 @@ local swim_state_execution = function(self,dtime)
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end
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end
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--[[
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______ _
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| ___| |
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| |_ | |_ _
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| _| | | | | |
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| | | | |_| |
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\_| |_|\__, |
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__/ |
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|___/
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]]--
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-- state switching logic (stand, walk, run, attacks)
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local fly_state_list_wandering = {"stand", "fly"}
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local fly_state_switch = function(self, dtime)
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self.state_timer = self.state_timer - dtime
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if self.wandering and self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = fly_state_list_wandering[math.random(1,#fly_state_list_wandering)]
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end
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end
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--check if a mob needs to turn while flyming
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local fly_turn_check = function(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + 0.1
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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vector_multiply(dir, radius)
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local test_dir = vector.add(pos,dir)
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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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return(green_flag_1)
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end
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--this is to swap the built in engine acceleration modifier
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local fly_physics_swapper = function(self,inside_fly_node)
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--should be flyming, gravity is applied, switch to floating
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if inside_fly_node and self.object:get_acceleration().y ~= 0 then
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self.object:set_acceleration(vector_new(0,0,0))
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--not be fly, gravity isn't applied, switch to falling
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elseif not inside_fly_node and self.object:get_acceleration().y == 0 then
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self.pitch = 0
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self.object:set_acceleration(vector_new(0,-self.gravity,0))
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end
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end
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local random_pitch_multiplier = {-1,1}
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-- states are executed here
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local fly_state_execution = function(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + self.object:get_properties().collisionbox[5]
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local current_node = minetest_get_node(pos).name
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local inside_fly_node = minetest_get_item_group(current_node, "solid") == 0
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--recheck if in water or lava
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if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then
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inside_fly_node = false
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end
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--turn gravity on or off
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fly_physics_swapper(self,inside_fly_node)
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--fly properly if inside fly node
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if inside_fly_node then
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if self.state == "stand" then
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--do animation
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mobs.set_mob_animation(self, "stand")
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mobs.set_fly_velocity(self,0)
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elseif self.state == "fly" then
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self.walk_timer = self.walk_timer - dtime
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--reset the walk timer
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if self.walk_timer <= 0 then
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--re-randomize the walk timer
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self.walk_timer = math.random(1,6) + math.random()
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--set the mob into a random direction
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self.yaw = (math_random() * (math.pi * 2))
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--create a truly random pitch, since there is no easy access to pitch math that I can find
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self.pitch = math_random() * random_pitch_multiplier[math_random(1,2)]
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end
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--do animation
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mobs.set_mob_animation(self, "walk")
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--do a quick turn to make mob continuously move
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--if in a bird cage or something
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if fly_turn_check(self,dtime) then
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quick_rotate(self,dtime)
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end
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mobs.set_fly_velocity(self,self.walk_velocity)
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end
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else
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--make the mob float
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if self.floats and minetest_get_item_group(current_node, "water") ~= 0 then
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mobs.float(self)
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end
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end
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end
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--[[
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--[[
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___ ___ _ _ _
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___ ___ _ _ _
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| \/ | (_) | | (_)
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| \/ | (_) | | (_)
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@ -306,7 +430,7 @@ ___ ___ _ _ _
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\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___|
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\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___|
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__/ |
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__/ |
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|___/
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|___/
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]]
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]]--
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--the main loop
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--the main loop
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mobs.mob_step = function(self, dtime)
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mobs.mob_step = function(self, dtime)
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@ -322,7 +446,8 @@ mobs.mob_step = function(self, dtime)
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swim_state_execution(self, dtime)
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swim_state_execution(self, dtime)
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--flying
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--flying
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elseif self.fly then
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elseif self.fly then
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print("I probably should be flying >:(")
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fly_state_switch(self, dtime)
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fly_state_execution(self,dtime)
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--regular mobs that walk around
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--regular mobs that walk around
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else
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else
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land_state_switch(self, dtime)
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land_state_switch(self, dtime)
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@ -12,6 +12,31 @@ local vector_multiply = vector.multiply
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local minetest_yaw_to_dir = minetest.yaw_to_dir
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local minetest_yaw_to_dir = minetest.yaw_to_dir
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--this is a generic float function
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mobs.float = function(self)
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local current_velocity = self.object:get_velocity()
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local goal_velocity = {
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x = 0,
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y = 5,
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z = 0,
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}
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local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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new_velocity_addition.x = 0
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new_velocity_addition.z = 0
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--smooths out mobs a bit
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if vector_length(new_velocity_addition) >= 0.0001 then
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self.object:add_velocity(new_velocity_addition)
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end
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end
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--[[
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--[[
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_ _
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@ -151,6 +176,51 @@ mobs.set_swim_velocity = function(self, v)
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}
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}
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local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
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vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
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end
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--smooths out mobs a bit
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if vector_length(new_velocity_addition) >= 0.0001 then
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self.object:add_velocity(new_velocity_addition)
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end
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end
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--[[
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______ _
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| ___| |
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\_| |_|\__, |
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__/ |
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|___/
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]]--
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-- move mob in facing direction
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--this has been modified to be internal
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--internal = lua (self.yaw)
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--engine = c++ (self.object:get_yaw())
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mobs.set_fly_velocity = function(self, v)
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local yaw = (self.yaw or 0)
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local pitch = (self.pitch or 0)
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if v == 0 then
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pitch = 0
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end
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local current_velocity = self.object:get_velocity()
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local goal_velocity = {
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x = (math_sin(yaw) * -v),
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y = pitch,
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z = (math_cos(yaw) * v),
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}
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local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
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if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
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