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.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
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
+mob_register.custom_on_activate = def.custom_on_activate
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)
end
if self.dead == false and self.death_animation_timer == 0 then
+ 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)
+
if self.set_animation then
self.set_animation(self)
end
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