-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.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
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.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