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prevent water mobs to classify solid blocks below them as dangerous
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ef20ac54c3
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@ -317,7 +317,11 @@ local is_node_dangerous = function(self, nodename)
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end
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end
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if minetest.registered_nodes[nn].drowning > 0 then
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if minetest.registered_nodes[nn].drowning > 0 then
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if self.breath_max ~= -1 then
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if self.breath_max ~= -1 then
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return true
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-- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case
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-- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous
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if not self.breathes_in_water and minetest.get_item_group(nn, "water") ~= 0 then
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return true
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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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if minetest.registered_nodes[nn].damage_per_second > 0 then
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if minetest.registered_nodes[nn].damage_per_second > 0 then
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@ -2028,11 +2032,19 @@ local do_states = function(self, dtime)
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local is_in_danger = false
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local is_in_danger = false
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if lp then
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if lp then
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-- If mob in or on dangerous block, look for land
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if (is_node_dangerous(self, self.standing_in) or
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local is_in_danger = false
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is_node_dangerous(self, self.standing_on)) then
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is_in_danger = true
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-- if mob is flying, only check for node it is currently in (no contact with node below)
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if flight_check(self) then
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is_in_danger = is_node_dangerous(self, self.standing_in)
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elseif (is_node_dangerous(self, self.standing_in) or
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is_node_dangerous(self, self.standing_on)) then
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is_in_danger = true
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end
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-- If mob in or on dangerous block, look for land
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if is_in_danger then
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lp = minetest.find_node_near(s, 5, {"group:solid"})
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lp = minetest.find_node_near(s, 5, {"group:solid"})
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-- did we find land?
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-- did we find land?
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