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https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-11-24 20:03:45 +01:00
Teach mobs how to not walk into danger ... kinda
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61e148ac2e
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@ -265,6 +265,35 @@ function mobs:set_animation(self, anim)
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set_animation(self, anim)
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set_animation(self, anim)
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end
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end
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-- Returns true is node can deal damage to self
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local is_node_dangerous = function(self, nodename)
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local nn = nodename
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if self.water_damage > 0 then
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if 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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if self.lava_damage > 0 then
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if minetest.get_item_group(nn, "lava") ~= 0 then
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return true
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end
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end
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if self.fire_damage > 0 then
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if minetest.get_item_group(nn, "fire") ~= 0 then
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return true
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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 self.breath_max ~= -1 then
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return true
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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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return true
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end
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return false
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end
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-- check line of sight (BrunoMine)
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-- check line of sight (BrunoMine)
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local line_of_sight = function(self, pos1, pos2, stepsize)
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local line_of_sight = function(self, pos1, pos2, stepsize)
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@ -618,8 +647,8 @@ local within_limits = function(pos, radius)
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end
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end
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-- is mob facing a cliff
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-- is mob facing a cliff or danger
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local is_at_cliff = function(self)
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local is_at_cliff_or_danger = function(self)
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if self.fear_height == 0 then -- 0 for no falling protection!
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if self.fear_height == 0 then -- 0 for no falling protection!
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return false
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return false
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@ -631,12 +660,20 @@ local is_at_cliff = function(self)
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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 ypos = pos.y + self.collisionbox[2] -- just above floor
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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if minetest.line_of_sight(
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local free_fall, blocker = minetest.line_of_sight(
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{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
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{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
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{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}
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{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
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, 1) then
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if free_fall then
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return true
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return true
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else
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local bnode = minetest.get_node(blocker)
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local danger = is_node_dangerous(self, bnode.name)
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if danger then
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return true
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else
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local def = minetest.registered_nodes[bnode.name]
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return (not def and def.walkable)
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end
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end
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end
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return false
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return false
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@ -728,7 +765,7 @@ local do_env_damage = function(self)
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local nodef = minetest.registered_nodes[self.standing_in]
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local nodef = minetest.registered_nodes[self.standing_in]
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-- rain
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-- rain
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if self.rain_damage and mod_weather then
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if self.rain_damage > 0 and mod_weather then
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if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
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if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
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self.health = self.health - self.rain_damage
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self.health = self.health - self.rain_damage
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@ -741,7 +778,7 @@ local do_env_damage = function(self)
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pos.y = pos.y + 1 -- for particle effect position
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pos.y = pos.y + 1 -- for particle effect position
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-- water damage
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-- water damage
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if self.water_damage
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if self.water_damage > 0
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and nodef.groups.water then
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and nodef.groups.water then
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if self.water_damage ~= 0 then
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if self.water_damage ~= 0 then
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@ -755,7 +792,7 @@ local do_env_damage = function(self)
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end
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end
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-- lava damage
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-- lava damage
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elseif self.lava_damage
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elseif self.lava_damage > 0
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and (nodef.groups.lava) then
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and (nodef.groups.lava) then
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if self.lava_damage ~= 0 then
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if self.lava_damage ~= 0 then
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@ -769,7 +806,7 @@ local do_env_damage = function(self)
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end
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end
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-- fire damage
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-- fire damage
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elseif self.fire_damage
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elseif self.fire_damage > 0
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and (nodef.groups.fire) then
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and (nodef.groups.fire) then
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if self.fire_damage ~= 0 then
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if self.fire_damage ~= 0 then
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@ -1900,7 +1937,7 @@ local do_states = function(self, dtime)
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if self.walk_chance ~= 0
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if self.walk_chance ~= 0
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and self.facing_fence ~= true
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and self.facing_fence ~= true
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and random(1, 100) <= self.walk_chance
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and random(1, 100) <= self.walk_chance
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and is_at_cliff(self) == false then
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and is_at_cliff_or_danger(self) == false then
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set_velocity(self, self.walk_velocity)
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set_velocity(self, self.walk_velocity)
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self.state = "walk"
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self.state = "walk"
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@ -1934,18 +1971,12 @@ local do_states = function(self, dtime)
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end
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end
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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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local def = minetest.registered_nodes[self.standing_in]
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local def2 = minetest.registered_nodes[self.standing_on]
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-- If mob in or on dangerous block, look for land
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-- If mob in or on dangerous block, look for land
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if (self.breath_max ~= -1
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if (is_node_dangerous(self, self.standing_in) or
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and (def.drowning > 0 or def2.drowning > 0))
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is_node_dangerous(self, self.standing_on)) then
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or (self.lava_damage
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is_in_danger = true
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and (def.groups.lava or def2.groups.lava))
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or (self.water_damage
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and (def.groups.water or def2.groups.water))
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or (self.fire_damage
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and (def.groups.fire or def2.groups.fire)) 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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@ -1988,11 +2019,13 @@ local do_states = function(self, dtime)
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yaw = set_yaw(self, yaw, 8)
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yaw = set_yaw(self, yaw, 8)
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end
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end
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-- stand for great fall in front
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-- stand for great fall or danger or fence in front
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local temp_is_cliff = is_at_cliff(self)
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local cliff_or_danger = false
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if is_in_danger then
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cliff_or_danger = is_at_cliff_or_danger(self)
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end
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if self.facing_fence == true
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if self.facing_fence == true
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or temp_is_cliff
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or cliff_or_danger
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or random(1, 100) <= 30 then
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or random(1, 100) <= 30 then
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set_velocity(self, 0)
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set_velocity(self, 0)
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@ -2019,7 +2052,7 @@ local do_states = function(self, dtime)
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-- stop after 5 seconds or when at cliff
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-- stop after 5 seconds or when at cliff
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if self.runaway_timer > 5
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if self.runaway_timer > 5
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or is_at_cliff(self) then
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or is_at_cliff_or_danger(self) then
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self.runaway_timer = 0
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self.runaway_timer = 0
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set_velocity(self, 0)
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set_velocity(self, 0)
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self.state = "stand"
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self.state = "stand"
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@ -2264,7 +2297,7 @@ local do_states = function(self, dtime)
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smart_mobs(self, s, p, dist, dtime)
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smart_mobs(self, s, p, dist, dtime)
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end
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end
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if is_at_cliff(self) then
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if is_at_cliff_or_danger(self) then
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set_velocity(self, 0)
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set_velocity(self, 0)
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set_animation(self, "stand")
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set_animation(self, "stand")
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