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Implement doMobLoot gamerule
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@ -8,6 +8,10 @@ local gamerule_maxEntityCramming = vl_tuning.setting("gamerule:maxEntityCramming
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description = S("The maximum number of pushable entities a mob or player can push, before taking 6♥♥♥ entity cramming damage per half-second."),
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description = S("The maximum number of pushable entities a mob or player can push, before taking 6♥♥♥ entity cramming damage per half-second."),
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default = 24,
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default = 24,
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})
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})
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local gamerule_doMobLoot = vl_tuning.setting("gamerule:doMobLoot", "bool", {
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description = S("Whether mobs should drop items and experience orbs."),
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default = true,
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})
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local CRAMMING_DAMAGE = 3
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local CRAMMING_DAMAGE = 3
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local DEATH_DELAY = 0.5
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local DEATH_DELAY = 0.5
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@ -478,6 +482,8 @@ function mob_class:check_for_death(cause, cmi_cause)
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-- TODO other env damage shouldn't drop xp
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-- TODO other env damage shouldn't drop xp
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-- "rain", "water", "drowning", "suffocation"
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-- "rain", "water", "drowning", "suffocation"
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if not gamerule_doMobLoot[1] then return end
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-- dropped cooked item if mob died in fire or lava
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-- dropped cooked item if mob died in fire or lava
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if cause == "lava" or cause == "fire" then
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if cause == "lava" or cause == "fire" then
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self:item_drop(true, 0)
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self:item_drop(true, 0)
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@ -507,13 +513,10 @@ function mob_class:check_for_death(cause, cmi_cause)
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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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end
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end
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-- execute custom death function
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-- execute custom death function
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if self.on_die then
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if self.on_die then
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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local on_die_exit = self.on_die(self, pos, cmi_cause)
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local on_die_exit = self.on_die(self, pos, cmi_cause)
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if on_die_exit ~= true then
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if on_die_exit ~= true then
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