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synced 2023-10-03 07:28:50 -07:00
Refactored death code
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parent
44d6d37cea
commit
f4e436dda6
197
init.lua
197
init.lua
@ -25,6 +25,7 @@ function mobapi:register_mob(name, def)
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drawtype = def.drawtype,
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on_rightclick = def.on_rightclick,
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on_eat = def.on_eat or nil,
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on_death = def.on_death or nil,
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type = def.type,
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attack_type = def.attack_type,
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arrow = def.arrow,
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@ -184,6 +185,72 @@ function mobapi:register_mob(name, def)
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end
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end,
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on_death = function(self)
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if self.sounds.death ~= nil then
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minetest.sound_play(self.sounds.death,{
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object = self.object,
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})
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end
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-- drop on all death causes!
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-- if hitter and hitter:is_player() and hitter:get_inventory() then
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for _,drop in ipairs(self.drops) do
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if math.random(1, drop.chance) == 1 then
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local d = ItemStack(drop.name.." "..math.random(drop.min, drop.max))
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-- default.drop_item(pos,d)
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local pos = self.object:getpos()
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pos.y = pos.y + 0.5 -- drop items half block higher
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minetest.add_item(pos,d)
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end
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end
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-- if minetest.get_modpath("skills") and minetest.get_modpath("experience") then
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-- -- DROP experience
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-- local distance_rating = ( ( get_distance({x=0,y=0,z=0},pos) ) / ( skills.get_player_level(hitter:get_player_name()).level * 1000 ) )
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-- local emax = math.floor( self.exp_min + ( distance_rating * self.exp_max ) )
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-- local expGained = math.random(self.exp_min, emax)
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-- skills.add_exp(hitter:get_player_name(),expGained)
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-- local expStack = experience.exp_to_items(expGained)
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-- for _,stack in ipairs(expStack) do
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-- default.drop_item(pos,stack)
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-- end
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-- end
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-- -- see if there are any NPCs to shower you with rewards
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-- if self.type ~= "npc" then
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-- local inradius = minetest.get_objects_inside_radius(hitter:getpos(),10)
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-- for _, oir in pairs(inradius) do
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-- local obj = oir:get_luaentity()
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-- if obj then
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-- if obj.type == "npc" and obj.rewards ~= nil then
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-- local yaw = nil
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-- local lp = hitter:getpos()
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-- local s = obj.object:getpos()
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-- local vec = {x=lp.x-s.x, y=1, z=lp.z-s.z}
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-- yaw = math.atan(vec.z/vec.x)+math.pi/2
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-- if self.drawtype == "side" then
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-- yaw = yaw+(math.pi/2)
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-- end
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-- if lp.x > s.x then
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-- yaw = yaw+math.pi
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-- end
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-- obj.object:setyaw(yaw)
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-- local x = math.sin(yaw) * -2
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-- local z = math.cos(yaw) * 2
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-- acc = {x=x, y=-5, z=z}
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-- for _, r in pairs(obj.rewards) do
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-- if math.random(0,100) < r.chance then
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-- default.drop_item(obj.object:getpos(),r.item, vec, acc)
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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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-- end
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self.object:remove()
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end,
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on_step = function(self, dtime)
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if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
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@ -235,7 +302,7 @@ function mobapi:register_mob(name, def)
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local damage = d-5
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self.object:set_hp(self.object:get_hp()-damage)
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if self.object:get_hp() == 0 then
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self.object:remove()
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self:on_death()
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end
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end
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self.old_y = self.object:getpos().y
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@ -280,8 +347,9 @@ function mobapi:register_mob(name, def)
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and minetest.get_timeofday() < 0.8
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then
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self.object:set_hp(self.object:get_hp()-self.light_damage)
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self:show_blood()
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if self.object:get_hp() == 0 then
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self.object:remove()
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self:on_death()
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end
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end
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@ -290,7 +358,7 @@ function mobapi:register_mob(name, def)
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then
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self.object:set_hp(self.object:get_hp()-self.water_damage)
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if self.object:get_hp() == 0 then
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self.object:remove()
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self:on_death()
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end
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end
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@ -299,7 +367,7 @@ function mobapi:register_mob(name, def)
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then
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self.object:set_hp(self.object:get_hp()-self.lava_damage)
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if self.object:get_hp() == 0 then
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self.object:remove()
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self:on_death()
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end
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end
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end
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@ -643,80 +711,11 @@ function mobapi:register_mob(name, def)
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}
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return minetest.serialize(tmp)
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end,
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on_punch = function(self, hitter, tflp, tool_capabilities, dir)
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process_weapon(hitter,tflp,tool_capabilities)
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local pos = self.object:getpos()
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if self.object:get_hp() <= 0 then
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if hitter and hitter:is_player() and hitter:get_inventory() then
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for _,drop in ipairs(self.drops) do
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if math.random(1, drop.chance) == 1 then
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local d = ItemStack(drop.name.." "..math.random(drop.min, drop.max))
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-- default.drop_item(pos,d)
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local pos2 = pos
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pos2.y = pos2.y + 0.5 -- drop items half block higher
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minetest.add_item(pos2,d)
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end
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end
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-- if self.sounds.death ~= nil then
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-- minetest.sound_play(self.sounds.death,{
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-- object = self.object,
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-- })
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-- end
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-- if minetest.get_modpath("skills") and minetest.get_modpath("experience") then
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-- -- DROP experience
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-- local distance_rating = ( ( get_distance({x=0,y=0,z=0},pos) ) / ( skills.get_player_level(hitter:get_player_name()).level * 1000 ) )
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-- local emax = math.floor( self.exp_min + ( distance_rating * self.exp_max ) )
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-- local expGained = math.random(self.exp_min, emax)
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-- skills.add_exp(hitter:get_player_name(),expGained)
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-- local expStack = experience.exp_to_items(expGained)
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-- for _,stack in ipairs(expStack) do
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-- default.drop_item(pos,stack)
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-- end
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-- end
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-- -- see if there are any NPCs to shower you with rewards
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-- if self.type ~= "npc" then
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-- local inradius = minetest.get_objects_inside_radius(hitter:getpos(),10)
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-- for _, oir in pairs(inradius) do
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-- local obj = oir:get_luaentity()
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-- if obj then
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-- if obj.type == "npc" and obj.rewards ~= nil then
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-- local yaw = nil
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-- local lp = hitter:getpos()
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-- local s = obj.object:getpos()
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-- local vec = {x=lp.x-s.x, y=1, z=lp.z-s.z}
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-- yaw = math.atan(vec.z/vec.x)+math.pi/2
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-- if self.drawtype == "side" then
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-- yaw = yaw+(math.pi/2)
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-- end
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-- if lp.x > s.x then
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-- yaw = yaw+math.pi
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-- end
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-- obj.object:setyaw(yaw)
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-- local x = math.sin(yaw) * -2
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-- local z = math.cos(yaw) * 2
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-- acc = {x=x, y=-5, z=z}
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-- for _, r in pairs(obj.rewards) do
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-- if math.random(0,100) < r.chance then
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-- default.drop_item(obj.object:getpos(),r.item, vec, acc)
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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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-- end
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end
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end
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--blood_particles
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if self.blood_amount > 0 and pos then
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local p = pos
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show_blood = function(self)
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local p = self.object:getpos()
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if self.blood_amount > 0 and p then
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p.y = p.y + self.blood_offset
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minetest.add_particlespawner(
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@ -736,6 +735,48 @@ function mobapi:register_mob(name, def)
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self.blood_texture --texture
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)
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end
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end,
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on_punch = function(self, hitter, tflp, tool_capabilities, dir)
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process_weapon(hitter,tflp,tool_capabilities)
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if self.sounds.hit ~= nil then
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minetest.sound_play(self.sounds.hit, {
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object = self.object,
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})
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end
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local pos = self.object:getpos()
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if self.object:get_hp() <= 0 then
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self:on_death()
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end
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--blood_particles
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self:show_blood()
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--[[ if self.blood_amount > 0 and pos then
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local p = pos
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p.y = p.y + self.blood_offset
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minetest.add_particlespawner(
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5, --blood_amount, --amount
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0.25, --time
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{x=p.x-0.2, y=p.y-0.2, z=p.z-0.2}, --minpos
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{x=p.x+0.2, y=p.y+0.2, z=p.z+0.2}, --maxpos
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{x=0, y=-2, z=0}, --minvel
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{x=2, y=2, z=2}, --maxvel
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{x=-4,y=-4,z=-4}, --minacc
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{x=4,y=-4,z=4}, --maxacc
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0.1, --minexptime
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1, --maxexptime
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0.5, --minsize
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1, --maxsize
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false, --collisiondetection
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self.blood_texture --texture
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)
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]]-- end
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-- knock back effect, adapted from blockmen's pyramids mod
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-- https://github.com/BlockMen/pyramids
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