+local minetest = minetest
--class
mobs = {}
local mob_register = {}
+register_mob_spawner(def.mobname,def.textures,def.mesh)
+
------------------------------------------------
mob_register.initial_properties = {
physical = def.physical,
automatic_face_movement_dir = def.automatic_face_movement_dir,
automatic_face_movement_max_rotation_per_sec = def.automatic_face_movement_max_rotation_per_sec,
makes_footstep_sound = def.makes_footstep_sound,
+ static_save = false,
}
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
+ mob_register.flip_pitch = def.flip_pitch
else
- print("create some other functions to turn mob " .. def.mobname)
+ --print("create some other functions to turn mob " .. def.mobname)
end
mob_register.hurt_inside_timer = 0
mob_register.dead = false
mob_register.mob = true
+mob_register.mobname = def.mobname
+
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.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
+ mob_register.explosion_type = def.explosion_type
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 = def.custom_function
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
-
+if not def.hostile and not def.attacked_hostile then
+ mob_register.scared = false
+ mob_register.scared_timer = 0
+end
+mob_register.attack_damage = def.attack_damage
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 1
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.custom_on_activate = def.custom_on_activate
+
+mob_register.custom_on_punch = def.custom_on_punch
+
+mob_register.c_mob_data = def.c_mob_data
+
+mob_register.deactivating = false
+
+mob_register.on_fire = false
+
+mob_register.fire_table = def.fire_table
+
+mob_register.sound_pitch_mod_min = def.sound_pitch_mod_min
+mob_register.sound_pitch_mod_max = def.sound_pitch_mod_max
+
+mob_register.sound_pitch_mod_min_die = def.sound_pitch_mod_min_die
+mob_register.sound_pitch_mod_max_die = def.sound_pitch_mod_max_die
-mob_register.collision_boundary = def.collision_boundary or 1
if def.pathfinds then
- mob_register.path = {}
+ --mob_register.path = {}
+ mob_register.pathfinding_timer = 0
+end
+
+if def.custom_timer then
+ mob_register.c_timer = 0
+ mob_register.custom_timer = def.custom_timer
+ mob_register.custom_timer_function = def.custom_timer_function
end
mobs.create_movement_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)
+ if self.do_custom_timer then
+ self.do_custom_timer(self,dtime)
+ end
+
+ if self.custom_function then
+ self.custom_function(self,dtime,moveresult)
+ end
+
+ self.move(self,dtime,moveresult)
+
--self.debug_nametag(self,dtime)
+
self.manage_hurt_color_timer(self,dtime)
- self.set_animation(self)
+
+ if self.manage_scared_timer then
+ self.manage_scared_timer(self,dtime)
+ end
+
+ 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)
else
self.manage_death_animation(self,dtime)
- self.move_head(self,nil,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)