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Tidy on_step function
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@ -306,7 +306,7 @@ function mob_class:do_states(dtime)
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end
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local function update_timers (self, dtime)
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-- knockback timer
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-- knockback timer. set in on_punch
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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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return true
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@ -330,17 +330,15 @@ end
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-- main mob function
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function mob_class:on_step(dtime)
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self.lifetimer = self.lifetimer - dtime
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local pos = self.object:get_pos()
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if not pos then return end
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if self:check_despawn(pos) then return true end
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if self:check_despawn(pos, dtime) then return true end
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self:slow_mob()
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if self:falling(pos) then return end
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self:check_suspend()
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self:check_water_flow()
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self:env_danger_movement_checks (dtime)
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@ -355,21 +353,17 @@ function mob_class:on_step(dtime)
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if self.state == "die" then return end
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if self.jump_sound_cooloff > 0 then
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self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
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end
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if self.opinion_sound_cooloff > 0 then
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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end
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self:follow_flop() -- Mob following code.
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--Mob following code.
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self:follow_flop()
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--set animation speed relitive to velocity
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self:set_animation_speed()
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self:set_animation_speed() -- set animation speed relitive to velocity
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self:check_smooth_rotation(dtime)
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self:check_head_swivel(dtime)
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if self.jump_sound_cooloff > 0 then
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self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
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end
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self:do_jump()
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self:set_armor_texture()
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self:check_runaway_from()
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@ -390,6 +384,9 @@ function mob_class:on_step(dtime)
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self:check_particlespawners(dtime)
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self:check_item_pickup()
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if self.opinion_sound_cooloff > 0 then
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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end
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-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
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if math.random(1, 70) == 1 then
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self:mob_sound("random", true)
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@ -722,7 +722,9 @@ if mobs_spawn then
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end)
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end
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function mob_class:check_despawn(pos)
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function mob_class:check_despawn(pos, dtime)
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self.lifetimer = self.lifetimer - dtime
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-- Despawning: when lifetimer expires, remove mob
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if remove_far
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and self.can_despawn == true
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