Update mobkit_api.txt
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@ -5,7 +5,7 @@ Contents
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1.1.1 Low level functions
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1.1.2 High level functions
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1.1.2.1 Priority
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1.2 Brain function
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1.2 Logic function
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1.3 Processing diagram
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1.4 Entity definition
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1.5 Exposed luaentity members
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@ -100,7 +100,7 @@ hq_bhv1(self,prty):
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Particular prioritization scheme is to be designed by the user according to specific mod requirements.
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1.2 Brain function
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1.2 Logic function
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------------------
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Every mob must have one.
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Its job is managing high level behavior queue in response to events which are not intercepted by callbacks.
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@ -141,7 +141,7 @@ end
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| PHYSICS |
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| |
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| ----------------------- |
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| | Brain Function | |
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| | Logic Function | |
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| ----------------------- |
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| | |
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| -----|----------------- |
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@ -157,7 +157,7 @@ end
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---------------------------------------
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Order of execution during an engine step:
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First comes physics: gravity, buoyancy, friction etc., then the brain function is called.
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First comes physics: gravity, buoyancy, friction etc., then the logic function is called.
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After that, the first behavior on the high level queue, if exists,
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and the last, the first low level behavior if present.
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@ -192,7 +192,7 @@ minetest.register_entity("mod:name",{
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on_step = mobkit.stepfunc,
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on_activate = mobkit.actfunc,
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get_staticdata = mobkit.statfunc,
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brainfunc = [function user defined],
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logic = [function user defined], -- older 'brainfunc' name works as well.
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-- optional mobkit props
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-- or used by built in behaviors
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@ -376,8 +376,10 @@ function mobkit.get_queue_priority(self)
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-- this is also the highest of all queued behaviors
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-- Use these inside brain functions --
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-- Use these inside logic functions --
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function mobkit.vitals(self)
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-- default drowning and fall damage, call it before hp check
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function mobkit.get_nearby_player(self)
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-- returns random player if nearby or nil
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function mobkit.get_nearby_entity(self,name)
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