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Workaround for mobs glitching through walls
Thanks, MysticTempest!
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@ -1448,12 +1448,15 @@ local smart_mobs = function(self, s, p, dist, dtime)
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end
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end
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-- will try again in 2 second
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-- will try again in 2 seconds
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self.path.stuck_timer = stuck_timeout - 2
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else
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-- yay i found path
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elseif s.y < p1.y and (not self.fly) then
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do_jump(self) --add jump to pathfinding
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self.path.following = true
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-- Yay, I found path!
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-- TODO: Implement war_cry sound without being annoying
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--mob_sound(self, "war_cry", true)
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else
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set_velocity(self, self.walk_velocity)
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-- follow path now that it has it
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@ -3132,9 +3135,17 @@ local function scale_difficulty(value, default, min, special)
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end
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end
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local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
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-- Workaround for <https://github.com/minetest/minetest/issues/5966>:
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-- Increase upper Y limit to avoid mobs glitching through solid nodes.
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-- FIXME: Remove workaround if it's no longer needed.
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if collisionbox[5] < 0.79 then
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collisionbox[5] = 0.79
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end
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minetest.register_entity(name, {
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stepheight = def.stepheight or 1.1, -- was 0.6
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stepheight = def.stepheight or 0.6,
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name = name,
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type = def.type,
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attack_type = def.attack_type,
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@ -3154,7 +3165,7 @@ minetest.register_entity(name, {
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breath_max = def.breath_max or 15,
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breathes_in_water = def.breathes_in_water or false,
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physical = true,
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collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
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collisionbox = collisionbox,
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selectionbox = def.selectionbox or def.collisionbox,
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visual = def.visual,
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visual_size = def.visual_size or {x = 1, y = 1},
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@ -38,7 +38,7 @@ local spider = {
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},
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walk_velocity = 3.9,
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jump = true,
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jump_height = 2,
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jump_height = 4,
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view_range = 16,
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floats = 1,
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drops = {
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