local math_pi = math.pi local math_sin = math.sin local math_cos = math.cos -- localize vector functions local vector_new = vector.new local vector_length = vector.length -- move mob in facing direction --this has been modified to be internal --internal = lua (self.yaw) --engine = c++ (self.object:get_yaw()) mobs.set_velocity = function(self, v) local yaw = (self.yaw or 0) local current_velocity = self.object:get_velocity() local goal_velocity = { x = (math_sin(yaw) * -v), y = 0, z = (math_cos(yaw) * v), } local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) if vector_length(new_velocity_addition) > vector_length(goal_velocity) then vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) end new_velocity_addition.y = 0 --smooths out mobs a bit if vector_length(new_velocity_addition) >= 0.0001 then self.object:add_velocity(new_velocity_addition) end end -- calculate mob velocity mobs.get_velocity = function(self) local v = self.object:get_velocity() v.y = 0 if v then return vector_length(v) end return 0 end --make mobs jump mobs.jump = function(self, velocity) if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then return end velocity = velocity or 8 self.object:add_velocity(vector_new(0,velocity,0)) end