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fix mob floping
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8e28c296ca
commit
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@ -8,7 +8,7 @@ local HORNY_AGAIN_TIME = 300
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local CHILD_GROW_TIME = 60*20
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local CHILD_GROW_TIME = 60*20
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local DEATH_DELAY = 0.5
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local DEATH_DELAY = 0.5
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local FLOP_HEIGHT = 5.0
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local FLOP_HEIGHT = 6
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local FLOP_HOR_SPEED = 1.5
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local FLOP_HOR_SPEED = 1.5
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local ENTITY_CRAMMING_MAX = 24
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local ENTITY_CRAMMING_MAX = 24
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local CRAMMING_DAMAGE = 3
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local CRAMMING_DAMAGE = 3
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@ -2382,15 +2382,18 @@ local follow_flop = function(self)
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self.state = "flop"
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self.state = "flop"
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self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
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self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
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local sdef = minetest.registered_nodes[self.standing_on]
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local p = self.object:get_pos()
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local sdef = minetest.registered_nodes[node_ok(vector.add(p, vector.new(0,self.collisionbox[2]-0.2,0))).name]
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-- Flop on ground
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-- Flop on ground
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if sdef and sdef.walkable then
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if sdef and sdef.walkable then
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mob_sound(self, "flop")
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if self.object:get_velocity().y < 0.1 then
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self.object:set_velocity({
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mob_sound(self, "flop")
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x = random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
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self.object:set_velocity({
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y = FLOP_HEIGHT,
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x = random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
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z = random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
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y = FLOP_HEIGHT,
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})
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z = random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
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})
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end
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end
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end
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set_animation(self, "stand", true)
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set_animation(self, "stand", true)
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