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synced 2024-11-22 18:41:09 +01:00
Add in mob death
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4 changed files with 181 additions and 78 deletions
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@ -327,6 +327,7 @@ function mobs:register_mob(name, def)
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visual_size_origin = def.visual_size or {x = 1, y = 1, z = 1},
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punch_timer_cooloff = def.punch_timer_cooloff or 0.5,
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projectile_cooldown = def.projectile_cooldown or 2,
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death_animation_timer = 0,
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--end j4i stuff
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-- MCL2 extensions
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@ -610,8 +610,22 @@ mobs.mob_step = function(self, dtime)
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return false
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end
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--do death logic (animation, poof, explosion, etc)
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if self.health <= 0 then
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mobs.death_logic(self, dtime)
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--this is here because the mob must continue to move
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--while stunned before coming to a complete halt even during
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--the death tilt
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if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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--perfectly reset pause_timer
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if self.pause_timer < 0 then
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self.pause_timer = 0
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end
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end
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return
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end
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@ -971,84 +971,7 @@ local update_tag = function(self)
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update_roll(self)
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end
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-- drop items
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local item_drop = function(self, cooked, looting_level)
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-- no drops if disabled by setting
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if not mobs_drop_items then return end
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looting_level = looting_level or 0
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-- no drops for child mobs (except monster)
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if (self.child and self.type ~= "monster") then
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return
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end
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local obj, item, num
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local pos = self.object:get_pos()
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self.drops = self.drops or {} -- nil check
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for n = 1, #self.drops do
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local dropdef = self.drops[n]
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local chance = 1 / dropdef.chance
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local looting_type = dropdef.looting
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if looting_level > 0 then
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local chance_function = dropdef.looting_chance_function
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if chance_function then
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chance = chance_function(looting_level)
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elseif looting_type == "rare" then
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chance = chance + (dropdef.looting_factor or 0.01) * looting_level
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end
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end
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local num = 0
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local do_common_looting = (looting_level > 0 and looting_type == "common")
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if math_random() < chance then
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num = math_random(dropdef.min or 1, dropdef.max or 1)
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elseif not dropdef.looting_ignore_chance then
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do_common_looting = false
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end
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if do_common_looting then
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num = num + math_floor(math_random(0, looting_level) + 0.5)
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end
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if num > 0 then
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item = dropdef.name
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-- cook items when true
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if cooked then
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local output = minetest_get_craft_result({
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method = "cooking", width = 1, items = {item}})
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if output and output.item and not output.item:is_empty() then
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item = output.item:get_name()
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end
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end
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-- add item if it exists
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for x = 1, num do
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obj = minetest_add_item(pos, ItemStack(item .. " " .. 1))
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end
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if obj and obj:get_luaentity() then
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obj:set_velocity({
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x = math_random(-10, 10) / 9,
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y = 6,
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z = math_random(-10, 10) / 9,
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})
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elseif obj then
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obj:remove() -- item does not exist
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end
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end
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end
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self.drops = {}
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end
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-- check if mob is dead or only hurt
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@ -0,0 +1,165 @@
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local minetest_add_item = minetest.add_item
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local minetest_add_particlespawner = minetest.add_particlespawner
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local minetest_sound_play = minetest.sound_play
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local math_pi = math.pi
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local math_random = math.random
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local math_floor = math.floor
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local HALF_PI = math_pi / 2
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local vector_new = vector.new
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local death_effect = function(self)
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local pos = self.object:get_pos()
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local yaw = self.object:get_yaw()
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local collisionbox = self.object:get_properties().collisionbox
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local min, max
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if collisionbox then
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min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
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max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
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end
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minetest_add_particlespawner({
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amount = 50,
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time = 0.001,
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minpos = vector.add(pos, min),
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maxpos = vector.add(pos, max),
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minvel = vector.new(-0.5,0.5,-0.5),
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maxvel = vector.new(0.5,1,0.5),
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minexptime = 1.1,
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maxexptime = 1.5,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_mob_death.png", -- this particle looks strange
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})
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end
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-- drop items
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local item_drop = function(self, cooked, looting_level)
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looting_level = looting_level or 0
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-- no drops for child mobs (except monster)
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if (self.child and self.type ~= "monster") then
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return
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end
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local obj, item, num
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local pos = self.object:get_pos()
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self.drops = self.drops or {} -- nil check
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for n = 1, #self.drops do
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local dropdef = self.drops[n]
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local chance = 1 / dropdef.chance
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local looting_type = dropdef.looting
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if looting_level > 0 then
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local chance_function = dropdef.looting_chance_function
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if chance_function then
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chance = chance_function(looting_level)
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elseif looting_type == "rare" then
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chance = chance + (dropdef.looting_factor or 0.01) * looting_level
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end
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end
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local num = 0
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local do_common_looting = (looting_level > 0 and looting_type == "common")
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if math_random() < chance then
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num = math_random(dropdef.min or 1, dropdef.max or 1)
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elseif not dropdef.looting_ignore_chance then
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do_common_looting = false
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end
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if do_common_looting then
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num = num + math_floor(math_random(0, looting_level) + 0.5)
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end
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if num > 0 then
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item = dropdef.name
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-- cook items when true
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if cooked then
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local output = minetest_get_craft_result({
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method = "cooking", width = 1, items = {item}})
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if output and output.item and not output.item:is_empty() then
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item = output.item:get_name()
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end
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end
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-- add item if it exists
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for x = 1, num do
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obj = minetest_add_item(pos, ItemStack(item .. " " .. 1))
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end
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if obj and obj:get_luaentity() then
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obj:set_velocity({
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x = math_random(-10, 10) / 9,
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y = 6,
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z = math_random(-10, 10) / 9,
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})
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elseif obj then
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obj:remove() -- item does not exist
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end
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end
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end
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self.drops = {}
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end
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mobs.death_logic = function(self, dtime)
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self.death_animation_timer = self.death_animation_timer + dtime
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--the final POOF of a mob despawning
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if self.death_animation_timer >= 1.25 then
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item_drop(self,false,1)
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death_effect(self)
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self.object:remove()
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return
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end
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--I'm sure there's a more efficient way to do this
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--but this is the easiest, easier to work with 1 variable synced
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--this is also not smooth
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local death_animation_roll = self.death_animation_timer * 2 -- * 2 to make it faster
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if death_animation_roll > 1 then
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death_animation_roll = 1
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end
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local rot = self.object:get_rotation() --(no pun intended)
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rot.z = death_animation_roll * HALF_PI
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self.object:set_rotation(rot)
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mobs.set_mob_animation(self,"stand", true)
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--flying and swimming mobs just fall down
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if self.fly or self.swim then
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if self.object:get_acceleration().y ~= -self.gravity then
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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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--when landing allow mob to slow down and just fall if in air
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if self.pause_timer <= 0 then
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mobs.set_velocity(self,0)
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end
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end
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