-mob_register = {}
+local mob_register = {}
------------------------------------------------
mob_register.initial_properties = {
mob_register.head_height_offset = def.head_height_offset
mob_register.head_rotation_offset = def.head_rotation_offset
mob_register.head_position_correction = def.head_position_correction
+ mob_register.head_coord = def.head_coord
else
print("create some other functions to turn mob " .. def.mobname)
end
mob_register.dead = false
mob_register.mob = true
+
mob_register.hostile = def.hostile
+if def.friendly_in_daylight == true then
+ mob_register.friendly_in_daylight = def.friendly_in_daylight
+ mob_register.friendly_in_daylight_timer = 0
+end
+
+mob_register.hostile_cooldown = def.hostile_cooldown
mob_register.hostile_timer = 0
mob_register.timer = 0
mob_register.punch_timer = 0
mob_register.punched_timer = 0
+mob_register.group_attack = def.group_attack
mob_register.death_rotation = def.death_rotation
mob_register.head_mount = def.head_mount
+mob_register.rotational_correction = def.rotational_correction or 0
mob_register.hurt_sound = def.hurt_sound
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.explosion_time = def.explosion_time
+mob_register.explosion_blink_color = def.explosion_blink_color or "white"
+mob_register.explosion_blink_timer = def.explosion_blink_timer or 0.2
mob_register.custom_function_begin = def.custom_function_begin
mob_register.custom_function_end = def.custom_function_end
mob_register.projectile_timer_cooldown = def.projectile_timer_cooldown
+mob_register.attacked_hostile = def.attacked_hostile
+
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.make_jump_noise = def.make_jump_noise
+mob_register.jump_animation = def.jump_animation
+mob_register.jumping_frame = def.jumping_frame
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.damage_color = def.damage_color or "red"
+mob_register.custom_on_death = def.custom_on_death
mob_register.mob = true
mob_register.collision_boundary = def.collision_boundary or 1
+if def.pathfinds then
+ --mob_register.path = {}
+ mob_register.pathfinding_timer = 0
+end
mobs.create_movement_functions(def,mob_register)
mobs.create_interaction_functions(def,mob_register)
mobs.create_timer_functions(def,mob_register)
-mob_register.on_step = function(self, dtime)
+mob_register.on_step = function(self, dtime,moveresult)
if self.custom_function_begin then
self.custom_function_begin(self,dtime)
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.set_animation(self)
+ self.move(self,dtime,moveresult)
+ --self.debug_nametag(self,dtime)
+ self.manage_hurt_color_timer(self,dtime)
+ if self.set_animation then
+ self.set_animation(self)
+ end
if self.look_around then
self.look_around(self,dtime)
end
+ if self.pathfinding then
+ self.pathfinding(self,dtime)
+ end
+
+ if self.handle_friendly_in_daylight_timer then
+ self.handle_friendly_in_daylight_timer(self,dtime)
+ end
+
self.manage_punch_timer(self,dtime)
- --self.debug_nametag(self,dtime)
else
self.manage_death_animation(self,dtime)
+ if self.move_head then
+ self.move_head(self,nil,dtime)
+ end
end
+
--fix zombie state again
if self.dead == true and self.death_animation_timer <= 0 then
self.on_death(self)