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Check mobs are not touching nodes in group:puts_out_fire
BEFORE burninating. Should fix the remaining flashing (see #3655).
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@ -653,8 +653,11 @@ function mob_class:do_env_damage()
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local _, dim = mcl_worlds.y_to_layer(pos.y)
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local _, dim = mcl_worlds.y_to_layer(pos.y)
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if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
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if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
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if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
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if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
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if (self.ignited_by_sunlight and not mcl_weather.rain.raining) then
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if (self.ignited_by_sunlight and (not mcl_weather.rain.raining or not mcl_weather.has_rain(pos))) then
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mcl_burning.set_on_fire(self.object, 10)
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if (#mcl_burning.get_touching_nodes(self.object, "group:puts_out_fire", self) == 0) then
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minetest.log("owow")
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mcl_burning.set_on_fire(self.object, 10)
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end
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else
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else
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self:deal_light_damage(pos, self.sunlight_damage)
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self:deal_light_damage(pos, self.sunlight_damage)
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return true
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return true
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