Code tweak and tidy
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060a8278dc
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31
api.lua
31
api.lua
@ -1,4 +1,4 @@
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-- Mobs Api (29th January 2016)
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-- Mobs Api (1st February 2016)
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mobs = {}
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mobs = {}
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mobs.mod = "redo"
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mobs.mod = "redo"
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@ -38,13 +38,13 @@ set_velocity = function(self, v)
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local x = 0
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local x = 0
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local z = 0
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local z = 0
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if v and v ~= 0 then
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-- if v and v ~= 0 then
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local yaw = (self.object:getyaw() + self.rotate) or 0
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local yaw = (self.object:getyaw() + self.rotate) or 0
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x = math.sin(yaw) * -v
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x = math.sin(yaw) * -v
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z = math.cos(yaw) * v
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z = math.cos(yaw) * v
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end
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-- end
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self.object:setvelocity({
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self.object:setvelocity({
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x = x,
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x = x,
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@ -1053,7 +1053,7 @@ minetest.register_entity(name, {
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}
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}
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if vec.x ~= 0
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if vec.x ~= 0
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or vec.z ~= 0 then
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and vec.z ~= 0 then
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yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
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yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
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@ -1122,7 +1122,7 @@ minetest.register_entity(name, {
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}
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}
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if vec.x ~= 0
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if vec.x ~= 0
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or vec.z ~= 0 then
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and vec.z ~= 0 then
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yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
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yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
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@ -1131,7 +1131,7 @@ minetest.register_entity(name, {
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end
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end
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end
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end
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else
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else
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yaw = self.object:getyaw() + ((math.random(0, 360) - 180) / 180 * pi)
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yaw = (math.random(0, 360) - 180) / 180 * pi
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end
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end
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self.object:setyaw(yaw)
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self.object:setyaw(yaw)
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@ -1185,7 +1185,7 @@ minetest.register_entity(name, {
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}
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}
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if vec.x ~= 0
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if vec.x ~= 0
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or vec.z ~= 0 then
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and vec.z ~= 0 then
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yaw = math.atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
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yaw = math.atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
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@ -1199,7 +1199,7 @@ minetest.register_entity(name, {
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-- otherwise randomly turn
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-- otherwise randomly turn
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elseif math.random(1, 100) <= 30 then
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elseif math.random(1, 100) <= 30 then
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yaw = self.object:getyaw() + ((math.random(0, 360) - 180) / 180 * pi)
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yaw = (math.random(0, 360) - 180) / 180 * pi
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self.object:setyaw(yaw)
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self.object:setyaw(yaw)
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end
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end
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@ -1287,7 +1287,7 @@ minetest.register_entity(name, {
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}
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}
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if vec.x ~= 0
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if vec.x ~= 0
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or vec.z ~= 0 then
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and vec.z ~= 0 then
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yaw = math.atan(vec.z / vec.x) + pi / 2 - self.rotate
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yaw = math.atan(vec.z / vec.x) + pi / 2 - self.rotate
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@ -1436,7 +1436,7 @@ minetest.register_entity(name, {
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}
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}
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if vec.x ~= 0
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if vec.x ~= 0
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or vec.z ~= 0 then
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and vec.z ~= 0 then
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yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
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yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
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@ -1518,7 +1518,7 @@ minetest.register_entity(name, {
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}
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}
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if vec.x ~= 0
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if vec.x ~= 0
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or vec.z ~= 0 then
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and vec.z ~= 0 then
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yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
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yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
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@ -1553,8 +1553,7 @@ minetest.register_entity(name, {
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local obj = minetest.add_entity(p, self.arrow)
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local obj = minetest.add_entity(p, self.arrow)
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local ent = obj:get_luaentity()
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local ent = obj:get_luaentity()
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local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
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local amount = (vec.x ^ 2 + vec.y ^ 2 + vec.z ^ 2) ^ 0.5
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local v = ent.velocity
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local v = ent.velocity
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ent.switch = 1
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ent.switch = 1
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@ -1649,7 +1648,7 @@ minetest.register_entity(name, {
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}
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}
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if vec.x ~= 0
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if vec.x ~= 0
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or vec.z ~= 0 then
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and vec.z ~= 0 then
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local yaw = math.atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
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local yaw = math.atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
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@ -1770,8 +1769,8 @@ minetest.register_entity(name, {
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self.object:set_hp(self.health)
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self.object:set_hp(self.health)
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self.object:set_armor_groups({fleshy = self.armor})
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self.object:set_armor_groups({fleshy = self.armor})
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self.old_y = self.object:getpos().y
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self.old_y = self.object:getpos().y
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self.object:setyaw(math.random(1, 360) / 180 * pi)
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self.object:setyaw((math.random(0, 360) - 180) / 180 * pi)
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self.sounds.distance = (self.sounds.distance or 10)
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self.sounds.distance = self.sounds.distance or 10
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self.textures = textures
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self.textures = textures
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self.mesh = mesh
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self.mesh = mesh
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self.collisionbox = colbox
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self.collisionbox = colbox
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