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Review feedback implemented and planned changes
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@ -335,13 +335,19 @@ 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:check_despawn(pos, dtime) then return true end
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self:slow_mob()
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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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end
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-- Start: This code logically should be moved to after the die check
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if self:falling(pos) then return end
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if self:falling(pos) then return end
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self:check_suspend()
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self:check_suspend()
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self:check_water_flow()
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self:check_water_flow()
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self:env_danger_movement_checks (dtime)
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self:env_danger_movement_checks (dtime)
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-- End: This code logically should be moved to after the die check
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if not self.fire_resistant then
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if not self.fire_resistant then
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mcl_burning.tick(self.object, dtime, self)
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mcl_burning.tick(self.object, dtime, self)
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@ -349,6 +355,7 @@ function mob_class:on_step(dtime)
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if not self.object:get_pos() then return end
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if not self.object:get_pos() then return end
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end
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end
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-- Move to after die check?
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if mobs_debug then self:update_tag() end
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if mobs_debug then self:update_tag() end
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if self.state == "die" then return end
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if self.state == "die" then return end
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@ -279,6 +279,7 @@ function mob_class:env_danger_movement_checks(dtime)
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yaw = self:set_yaw( yaw, 8)
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yaw = self:set_yaw( yaw, 8)
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end
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end
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else
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else
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-- This code should probably be moved to movement code
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if self.move_in_group ~= false then
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if self.move_in_group ~= false then
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self:check_herd(dtime)
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self:check_herd(dtime)
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end
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end
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@ -182,17 +182,17 @@ function mob_class:collision()
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return({x,z})
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return({x,z})
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end
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end
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function mob_class:slow_mob()
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function mob_class:check_death_and_slow_mob()
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local d = 0.85
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local d = 0.85
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if self:check_dying() then d = 0.92 end
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local dying = self:check_dying()
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if dying then d = 0.92 end
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if self.object then
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local v = self.object:get_velocity()
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local v = self.object:get_velocity()
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if v then
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if v then
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--diffuse object velocity
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--diffuse object velocity
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self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
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self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
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end
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end
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end
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return dying
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end
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end
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-- move mob in facing direction
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-- move mob in facing direction
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@ -520,8 +520,8 @@ function mob_class:check_for_death(cause, cmi_cause)
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})
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})
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self:set_velocity(0)
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self:set_velocity(0)
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if self.object then
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local acc = self.object:get_acceleration()
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local acc = self.object:get_acceleration()
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if acc then
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acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
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acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
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self.object:set_acceleration(acc)
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self.object:set_acceleration(acc)
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end
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end
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@ -530,10 +530,7 @@ function mob_class:check_for_death(cause, cmi_cause)
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-- default death function and die animation (if defined)
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-- default death function and die animation (if defined)
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if self.instant_death then
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if self.instant_death then
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length = 0
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length = 0
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elseif self.animation
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elseif self.animation and self.animation.die_start and self.animation.die_end then
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and self.animation.die_start
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and self.animation.die_end then
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local frames = self.animation.die_end - self.animation.die_start
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local frames = self.animation.die_end - self.animation.die_start
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local speed = self.animation.die_speed or 15
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local speed = self.animation.die_speed or 15
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length = math.max(frames / speed, 0) + DEATH_DELAY
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length = math.max(frames / speed, 0) + DEATH_DELAY
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@ -549,7 +546,6 @@ function mob_class:check_for_death(cause, cmi_cause)
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if not self.object:get_luaentity() then
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if not self.object:get_luaentity() then
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return
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return
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end
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end
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death_handle(self)
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death_handle(self)
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local dpos = self.object:get_pos()
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local dpos = self.object:get_pos()
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local cbox = self.collisionbox
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local cbox = self.collisionbox
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@ -558,6 +554,7 @@ function mob_class:check_for_death(cause, cmi_cause)
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self.object:remove()
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self.object:remove()
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mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death)
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mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death)
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end
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end
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if length <= 0 then
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if length <= 0 then
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kill(self)
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kill(self)
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else
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else
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@ -984,8 +981,8 @@ end
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function mob_class:check_dying()
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function mob_class:check_dying()
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if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then
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if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then
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if self.object then
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local rot = self.object:get_rotation()
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local rot = self.object:get_rotation()
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if rot then
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rot.z = ((math.pi/2-rot.z)*.2)+rot.z
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rot.z = ((math.pi/2-rot.z)*.2)+rot.z
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self.object:set_rotation(rot)
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self.object:set_rotation(rot)
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end
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end
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