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Mobs should not drop XP when dying by fire from sunlight
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@ -365,6 +365,9 @@ function mob_class:on_step(dtime)
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if self:check_despawn(pos, dtime) then return true end
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if self:outside_limits() then return end
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-- Start: Death/damage processing
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-- All damage needs to be undertaken at the start.
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-- We need to exit processing if the mob dies.
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if self:check_death_and_slow_mob() then
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--minetest.log("action", "Mob is dying: ".. tostring(self.name))
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-- Do we abandon out of here now?
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@ -377,9 +380,16 @@ function mob_class:on_step(dtime)
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mcl_burning.tick(self.object, dtime, self)
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-- mcl_burning.tick may remove object immediately
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if not self.object:get_pos() then return end
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if self:check_for_death("fire", {type = "fire"}) then
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return true
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end
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end
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if self:env_damage (dtime, pos) then return end
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if self.state == "die" then return end
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-- End: Death/damage processing
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self:check_water_flow()
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self:env_danger_movement_checks (dtime)
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@ -425,7 +435,6 @@ function mob_class:on_step(dtime)
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self:mob_sound("random", true)
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end
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if self:env_damage (dtime, pos) then return end
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if self:do_states(dtime) then return end
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if not self.object:get_luaentity() then
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@ -462,6 +462,14 @@ function mob_class:check_for_death(cause, cmi_cause)
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self:mob_sound("death")
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local function death_handle(self)
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if cmi_cause and cmi_cause["type"] then
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--minetest.log("cmi_cause: " .. tostring(cmi_cause["type"]))
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end
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--minetest.log("cause: " .. tostring(cause))
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-- TODO other env damage shouldn't drop xp
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-- "rain", "water", "drowning", "suffocation"
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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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self:item_drop(true, 0)
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@ -800,7 +808,7 @@ function mob_class:do_env_damage()
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self.suffocation_timer = 0
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end
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return self:check_for_death("", {type = "unknown"})
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return self:check_for_death("unknown", {type = "unknown"})
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end
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function mob_class:env_damage (dtime, pos)
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