-mob_register = {}
+local mob_register = {}
------------------------------------------------
mob_register.initial_properties = {
mob_register.mob = true
mob_register.hostile = def.hostile
+mob_register.hostile_cooldown = def.hostile_cooldown
mob_register.hostile_timer = 0
mob_register.timer = 0
mob_register.die_sound = def.die_sound
mob_register.attack_type = def.attack_type
+if def.attack_type == "explode" then
+ mob_register.tnt_tick_timer = 0
+end
mob_register.explosion_radius = def.explosion_radius
mob_register.explosion_power = def.explosion_power
mob_register.tnt_timer = nil
mob_register.projectile_timer = 0
mob_register.projectile_type = def.projectile_type
+mob_register.takes_fall_damage = def.takes_fall_damage or true
mob_register.item_drop = def.item_drop
-mob_register.item_minimum = def.item_minimum or def.item_amount
-mob_register.item_amount = def.item_amount
+mob_register.item_minimum = def.item_minimum or 1
+mob_register.item_max = def.item_max
mob_register.die_in_light = def.die_in_light
mob_register.die_in_light_level = def.die_in_light_level
mob_register.current_animation = 0
+mob_register.hurt_color_timer = 0
mob_register.mob = true
mob_register.collision_boundary = def.collision_boundary or 1
+if def.pathfinds then
+ mob_register.path = {}
+end
mobs.create_movement_functions(def,mob_register)
mobs.create_interaction_functions(def,mob_register)
end
self.collision_detection(self)
- self.fall_damage(self)
+ if self.fall_damage then
+ self.fall_damage(self)
+ end
if self.dead == false and self.death_animation_timer == 0 then
self.move(self,dtime)
+ --self.debug_nametag(self,dtime)
+ self.manage_hurt_color_timer(self,dtime)
self.set_animation(self)
if self.look_around then
end
self.manage_punch_timer(self,dtime)
- --self.debug_nametag(self,dtime)
else
self.manage_death_animation(self,dtime)
self.move_head(self,nil,dtime)