-mob_register = {}
+local mob_register = {}
------------------------------------------------
mob_register.initial_properties = {
mob_register.max_speed = def.max_speed
mob_register.jump_timer = 0
+
+if def.head_bone then
+ mob_register.head_bone = def.head_bone
+ mobs.create_head_functions(def,mob_register)
+ mob_register.debug_head_pos = def.debug_head_pos
+ mob_register.head_directional_offset = def.head_directional_offset
+ 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.hurt_inside_timer = 0
mob_register.death_animation_timer = 0
mob_register.dead = false
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.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.die_in_light_level = def.die_in_light_level
mob_register.current_animation = 0
+mob_register.hurt_color_timer = 0
mob_register.mob = true
mobs.create_data_handling_functions(def,mob_register)
mobs.create_animation_functions(def,mob_register)
mobs.create_timer_functions(def,mob_register)
---only creat internal head animation functions if has head
-if def.has_head == true then
- mobs.create_head_functions(def,mob_register)
-end
mob_register.on_step = function(self, dtime)
- if self.custom_function_begin then
- self.custom_function_begin(self,dtime)
- end
-
- self.collision_detection(self)
- self.fall_damage(self)
-
+ if self.custom_function_begin then
+ self.custom_function_begin(self,dtime)
+ end
+
+ self.collision_detection(self)
+ self.fall_damage(self)
+
if self.dead == false and self.death_animation_timer == 0 then
self.move(self,dtime)
+
+ self.manage_hurt_color_timer(self,dtime)
self.set_animation(self)
-
- if self.look_around then
- self.look_around(self,dtime)
- end
-
+
+ if self.look_around then
+ self.look_around(self,dtime)
+ 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)
end
--fix zombie state again
if self.dead == true and self.death_animation_timer <= 0 then
self.on_death(self)
end
-
- if self.tnt_timer then
- self.manage_explode_timer(self,dtime)
- end
-
- if self.projectile_timer then
- self.manage_projectile_timer(self,dtime)
- end
-
- if self.custom_function_end then
- self.custom_function_end(self,dtime)
- end
+
+ if self.tnt_timer then
+ self.manage_explode_timer(self,dtime)
+ end
+
+ if self.projectile_timer then
+ self.manage_projectile_timer(self,dtime)
+ end
+
+ if self.custom_function_end then
+ self.custom_function_end(self,dtime)
+ end
end
minetest.register_entity("mob:"..def.mobname, mob_register)
-
-
-if def.has_head == true then
- mob_register.head = {}
- mob_register.head.initial_properties = {
- hp_max = 1,
- physical = false,
- collide_with_objects = false,
- collisionbox = {0, 0, 0, 0, 0, 0},
- visual = def.head_visual,
- visual_size = def.head_visual_size,
- mesh = def.head_mesh,
- textures = def.head_textures,
- is_visible = true,
- pointable = false,
- --automatic_face_movement_dir = 0.0,
- --automatic_face_movement_max_rotation_per_sec = 600,
- }
-
- --remove the head if no body
- mob_register.head.on_step = function(self, dtime)
- if self.parent == nil then
- self.object:remove()
- end
- end
- minetest.register_entity("mob:head"..def.mobname, mob_register.head)
-end
------------------------------------------------
end