+local
+vector,minetest,math,pairs
+=
+vector,minetest,math,pairs
--
mobs.create_data_handling_functions = function(def,mob_register)
- mob_register.get_staticdata = function(self)
+
+ --mob_register.get_staticdata = function(self)
+ --[[
return minetest.serialize({
--range = self.range,
hp = self.hp,
hostile = self.hostile,
hostile_timer = self.hostile_timer,
death_animation_timer = self.death_animation_timer,
- dead = self.dead
+ dead = self.dead,
+ tnt_timer = self.tnt_timer,
+ tnt_tick_timer = self.tnt_tick_timer,
+ tnt_mod_state = self.tnt_mod_state,
+ punch_timer = self.punch_timer,
+ projectile_timer = self.projectile_timer,
+ scared = self.scared,
+ scared_timer = self.scared_timer,
+ c_mob_data = self.c_mob_data,
+ on_fire = self.on_fire,
})
- end
-
+ ]]--
+ --end
- mob_register.on_activate = function(self, staticdata, dtime_s)
- global_mob_amount = global_mob_amount + 1
- print("Mobs Spawned. Current Mobs: "..global_mob_amount)
- self.object:set_armor_groups({immortal = 1})
- --self.object:set_velocity({x = math.random(-5,5), y = 5, z = math.random(-5,5)})
- self.object:set_acceleration(def.gravity)
+ mob_register.on_activate = function(self)--, staticdata, dtime_s)
+ --[[
if string.sub(staticdata, 1, string.len("return")) == "return" then
local data = minetest.deserialize(staticdata)
if data and type(data) == "table" then
self.hostile_timer = data.hostile_timer
self.death_animation_timer = data.death_animation_timer
self.dead = data.dead
+ self.tnt_timer = data.tnt_timer
+ self.tnt_tick_timer = data.tnt_tick_timer
+ self.tnt_mod_state = data.tnt_mod_state
+ self.punch_timer = data.punch_timer
+ self.projectile_timer = data.projectile_timer
+ self.scared = data.scared
+ self.scared_timer = data.scared_timer
+ self.c_mob_data = data.c_mob_data
+ self.on_fire = data.on_fire
end
end
-
+ ]]--
--set up mob
+ self.object:set_armor_groups({immortal = 1})
+ --self.object:set_velocity({x = math.random(-5,5), y = 5, z = math.random(-5,5)})
+ self.object:set_acceleration(def.gravity)
self.object:set_animation(def.standing_frame, 0, 0, true)
self.current_animation = 0
self.object:set_hp(self.hp)
end
self.is_mob = true
self.object:set_armor_groups({immortal = 1})
- --self.object:set_yaw(math.pi*math.random(-1,1)*math.random())
+
+ if self.custom_on_activate then
+ self.custom_on_activate(self)
+ end
+
+ if self.on_fire == true then
+ start_fire(self.object)
+ end
+
+ --use this to handle the global mob table
+ --minetest.after(0,function()
+ -- self.deactivating = true
+ --end)
end
--this is the info on the mob
mob_register.debug_nametag = function(self,dtime)
--we're doing this to the child because the nametage breaks the
--animation on the mob's body
- if self.child then
- --we add in items we want to see in this list
- local debug_items = {"hostile_timer","hostile"}
- local text = ""
- for _,item in pairs(debug_items) do
- if self[item] ~= nil then
- text = text..item..": "..tostring(self[item]).."\n"
- end
+
+ --we add in items we want to see in this list
+ local debug_items = {"hostile","hostile_timer"}
+ local text = ""
+ for _,item in pairs(debug_items) do
+ if self[item] ~= nil then
+ text = text..item..": "..tostring(self[item]).."\n"
end
- self.child:set_nametag_attributes({
- color = "white",
- text = text
- })
end
+ self.object:set_nametag_attributes({
+ color = "white",
+ text = text
+ })
end
return(mob_register)
end