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Add knockback for mobs
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1 changed files with 4 additions and 3 deletions
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@ -322,17 +322,18 @@ local function trace_explode(pos, strength, raydirs, radius, drop_chance)
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-- Punch entity with damage depending on explosion exposure and
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-- Punch entity with damage depending on explosion exposure and
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-- distance to explosion
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-- distance to explosion
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local exposure = count / N_EXPOSURE_RAYS
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local exposure = count / N_EXPOSURE_RAYS
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local punch_vec = vector.subtract(pos, opos)
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local punch_vec = vector.subtract(opos, pos)
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local punch_dir = vector.normalize(punch_vec)
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local punch_dir = vector.normalize(punch_vec)
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local impact = (1 - vector.length(punch_vec) / punch_radius) * exposure
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local impact = (1 - vector.length(punch_vec) / punch_radius) * exposure
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if impact < 0 then
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if impact < 0 then
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impact = 0
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impact = 0
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end
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end
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local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
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local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
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obj:punch(obj, nil, { damage_groups = { fleshy = damage } }, punch_dir)
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obj:punch(obj, 10, { damage_groups = { full_punch_interval = 1,
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fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
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if obj:is_player() then
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if obj:is_player() then
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obj:add_player_velocity(vector.multiply(punch_dir, -exposure * 20))
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obj:add_player_velocity(vector.multiply(punch_dir, impact * 20))
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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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