mirror of
https://github.com/ElCeejo/creatura.git
synced 2025-07-21 06:45:02 -04:00
Minor performance and stability improvements
This commit is contained in:
parent
ad475bb790
commit
13ebe1c37d
6 changed files with 1196 additions and 1372 deletions
181
mob_meta.lua
181
mob_meta.lua
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@ -15,12 +15,7 @@ local cos = math.cos
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local atan2 = math.atan2
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local function diff(a, b) -- Get difference between 2 angles
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return math.atan2(math.sin(b - a), math.cos(b - a))
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end
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local function round(n, dec)
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local x = 10^(dec or 0)
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return math.floor(n * x + 0.5) / x
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return atan2(sin(b - a), cos(b - a))
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end
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local vec_dir = vector.direction
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@ -50,89 +45,13 @@ end
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-- Local Utilities --
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local default_node_def = {walkable = true} -- both ignore and unknown nodes are walkable
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local function get_node_height(name)
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local def = minetest.registered_nodes[name]
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if not def then return 0.5 end
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if def.walkable then
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if def.drawtype == "nodebox" then
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if def.node_box
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and def.node_box.type == "fixed" then
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if type(def.node_box.fixed[1]) == "number" then
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return 0.5 + def.node_box.fixed[5]
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elseif type(def.node_box.fixed[1]) == "table" then
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return 0.5 + def.node_box.fixed[1][5]
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else
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return 1
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end
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else
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return 1
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end
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else
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return 1
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end
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else
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return 1
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end
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end
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local function get_node_def(name)
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local def = minetest.registered_nodes[name] or default_node_def
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if def.walkable
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and get_node_height(name) < 0.26 then
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def.walkable = false -- workaround for nodes like snow
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end
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return def
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end
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local function get_ground_level(pos2, max_diff)
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local node = minetest.get_node(pos2)
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local node_under = minetest.get_node({
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x = pos2.x,
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y = pos2.y - 1,
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z = pos2.z
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})
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local walkable = get_node_def(node_under.name) and not get_node_def(node.name)
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if walkable then
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return pos2
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end
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local diff = 0
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if not get_node_def(node_under.name) then
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for i = 1, max_diff do
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pos2.y = pos2.y - 1
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node = minetest.get_node(pos2)
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node_under = minetest.get_node({
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x = pos2.x,
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y = pos2.y - 1,
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z = pos2.z
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})
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walkable = get_node_def(node_under.name) and not get_node_def(node.name)
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if walkable then break end
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end
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else
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for i = 1, max_diff do
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pos2.y = pos2.y + 1
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node = minetest.get_node(pos2)
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node_under = minetest.get_node({
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x = pos2.x,
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y = pos2.y - 1,
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z = pos2.z
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})
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walkable = get_node_def(node_under.name) and not get_node_def(node.name)
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if walkable then break end
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end
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end
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return pos2
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end
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local function is_value_in_table(tbl, val)
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for _, v in pairs(tbl) do
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if v == val then
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return true
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end
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end
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return false
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for _, v in pairs(tbl) do
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if v == val then
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return true
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end
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end
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return false
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end
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-------------------------
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@ -204,7 +123,7 @@ end
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function mob:indicate_damage()
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self._original_texture_mod = self._original_texture_mod or self.object:get_texture_mod()
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self.object:set_texture_mod(self._original_texture_mod .. "^[colorize:#FF000040")
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core.after(0.2, function()
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minetest.after(0.2, function()
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if creatura.is_alive(self) then
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self.object:set_texture_mod(self._original_texture_mod)
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end
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@ -265,8 +184,8 @@ end
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-- Sets Velocity to desired speed in mobs current look direction
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function mob:set_forward_velocity(speed)
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local speed = speed or self._movement_data.speed
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function mob:set_forward_velocity(_speed)
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local speed = _speed or self._movement_data.speed
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local dir = minetest.yaw_to_dir(self.object:get_yaw())
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local vel = vec_multi(dir, speed)
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vel.y = self.object:get_velocity().y
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@ -367,12 +286,11 @@ end
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function mob:get_wander_pos(min_range, max_range, dir)
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local pos = vec_center(self.object:get_pos())
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pos.y = floor(pos.y + 0.5)
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local node = minetest.get_node(pos)
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if get_node_def(node.name).walkable then -- Occurs if small mob is touching a fence
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if creatura.get_node_def(pos).walkable then -- Occurs if small mob is touching a fence
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local offset = vector.add(pos, vec_multi(vec_dir(pos, self.object:get_pos()), 1.5))
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pos.x = floor(offset.x + 0.5)
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pos.z = floor(offset.z + 0.5)
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pos = get_ground_level(pos, 1)
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pos = creatura.get_ground_level(pos, 1)
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end
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local width = self.width
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local outset = random(min_range, max_range)
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@ -383,16 +301,16 @@ function mob:get_wander_pos(min_range, max_range, dir)
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z = random(-10, 10) * 0.1
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})
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local pos2 = vec_add(pos, vec_multi(move_dir, width))
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if get_node_def(minetest.get_node(pos2).name).walkable
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if creatura.get_node_def(pos2).walkable
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and not dir then
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for i = 1, 3 do
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for _ = 1, 3 do
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move_dir = {
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x = move_dir.z,
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y = 0,
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z = move_dir.x * -1
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}
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pos2 = vec_add(pos, vec_multi(move_dir, width))
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if not get_node_def(minetest.get_node(pos2).name).walkable then
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if not creatura.get_node_def(pos2).walkable then
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break
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end
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end
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@ -401,14 +319,12 @@ function mob:get_wander_pos(min_range, max_range, dir)
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end
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for i = 1, outset do
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local a_pos = vec_add(pos2, vec_multi(move_dir, i))
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local a_node = minetest.get_node(a_pos)
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local b_pos = {x = a_pos.x, y = a_pos.y - 1, z = a_pos.z}
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local b_node = minetest.get_node(b_pos)
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if get_node_def(a_node.name).walkable
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or not get_node_def(b_node.name).walkable then
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a_pos = get_ground_level(a_pos, floor(self.stepheight or 1))
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if creatura.get_node_def(a_pos).walkable
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or not creatura.get_node_def(b_pos).walkable then
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a_pos = creatura.get_ground_level(a_pos, floor(self.stepheight or 1))
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end
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if not get_node_def(a_node.name).walkable then
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if not creatura.get_node_def(a_pos).walkable then
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pos2 = a_pos
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else
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break
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@ -419,12 +335,11 @@ end
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function mob:get_wander_pos_3d(min_range, max_range, dir, vert_bias)
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local pos = vec_center(self.object:get_pos())
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local node = minetest.get_node(pos)
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if get_node_def(node.name).walkable then -- Occurs if small mob is touching a fence
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if creatura.get_node_def(pos).walkable then -- Occurs if small mob is touching a fence
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local offset = vector.add(pos, vec_multi(vec_dir(pos, self.object:get_pos()), 1.5))
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pos.x = floor(offset.x + 0.5)
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pos.z = floor(offset.z + 0.5)
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pos = get_ground_level(pos, 1)
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pos = creatura.get_ground_level(pos, 1)
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end
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local width = self.width
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local outset = random(min_range, max_range)
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@ -435,16 +350,16 @@ function mob:get_wander_pos_3d(min_range, max_range, dir, vert_bias)
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z = random(-10, 10) * 0.1
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})
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local pos2 = vec_add(pos, vec_multi(move_dir, width))
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if get_node_def(minetest.get_node(pos2).name).walkable
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if creatura.get_node_def(pos2).walkable
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and not dir then
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for i = 1, 3 do
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for _ = 1, 3 do
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move_dir = {
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x = move_dir.z,
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y = move_dir.y,
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z = move_dir.x * -1
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}
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pos2 = vec_add(pos, vec_multi(move_dir, width))
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if not get_node_def(minetest.get_node(pos2).name).walkable then
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if not creatura.get_node_def(pos2).walkable then
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break
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end
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end
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@ -453,11 +368,10 @@ function mob:get_wander_pos_3d(min_range, max_range, dir, vert_bias)
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end
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for i = 1, outset do
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local a_pos = vec_add(pos2, vec_multi(move_dir, i))
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local a_node = minetest.get_node(a_pos)
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if get_node_def(a_node.name).walkable then
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a_pos = get_ground_level(a_pos, floor(self.stepheight or 1))
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if creatura.get_node_def(a_pos).walkable then
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a_pos = creatura.get_ground_level(a_pos, floor(self.stepheight or 1))
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end
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if not get_node_def(a_node.name).walkable then
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if not creatura.get_node_def(a_pos).walkable then
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pos2 = a_pos
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else
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break
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@ -471,8 +385,8 @@ function mob:is_pos_safe(pos)
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local node = minetest.get_node(pos)
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if not node then return false end
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if minetest.get_item_group(node.name, "igniter") > 0
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or get_node_def(node.name).drawtype == "liquid"
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or get_node_def(minetest.get_node(vec_raise(pos, -1)).name).drawtype == "liquid" then return false end
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or creatura.get_node_def(node.name).drawtype == "liquid"
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or creatura.get_node_def(vec_raise(pos, -1)).drawtype == "liquid" then return false end
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local fall_safe = false
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if self.max_fall ~= 0 then
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for i = 1, self.max_fall or 3 do
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@ -481,7 +395,7 @@ function mob:is_pos_safe(pos)
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y = floor(mob_pos.y + 0.5) - i,
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z = pos.z
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}
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if get_node_def(minetest.get_node(fall_pos).name).walkable then
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if creatura.get_node_def(fall_pos).walkable then
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fall_safe = true
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break
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end
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@ -809,9 +723,9 @@ function mob:activate(staticdata, dtime)
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if self.timer
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and type(self.timer) == "number" then -- fix crash for converted mobs_redo mobs
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self.timer = function(self, n)
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local t1 = floor(self.active_time)
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local t2 = floor(self.active_time + self.dtime)
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self.timer = function(_self, n)
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local t1 = floor(_self.active_time)
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local t2 = floor(_self.active_time + _self.dtime)
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if t2 > t1 and t2%n == 0 then return true end
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end
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end
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@ -830,7 +744,6 @@ function mob:staticdata()
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end
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function mob:on_step(dtime, moveresult)
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--local us_time = minetest.get_us_time()
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if not self.hp then return end
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self.dtime = dtime or 0.09
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self.moveresult = moveresult or {}
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@ -851,11 +764,12 @@ function mob:on_step(dtime, moveresult)
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self.width = self:get_hitbox()[4] or 0.5
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self.height = self:get_height() or 1
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end
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self:_light_physics()
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--local us_time = minetest.get_us_time()
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-- Movement Control
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if self._move then
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self:_move()
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end
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--minetest.chat_send_all(minetest.get_us_time() - us_time)
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if self.utility_stack
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and self._execute_utilities then
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self:_execute_utilities()
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@ -912,7 +826,9 @@ local function do_step(self)
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and abs(vel.x + vel.z) > 0 then
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local border = self._border
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local yaw_offset = vec_add(pos, vec_multi(minetest.yaw_to_dir(self.object:get_yaw()), self.width + 0.7))
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table.sort(border, function(a, b) return vec_dist(vec_add(pos, a), yaw_offset) < vec_dist(vec_add(pos, b), yaw_offset) end)
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table.sort(border, function(a, b)
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return vec_dist(vec_add(pos, a), yaw_offset) < vec_dist(vec_add(pos, b), yaw_offset)
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end)
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local step_pos = vec_center(vec_add(pos, border[1]))
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local halfway = vec_add(pos, vec_multi(vec_dir(pos, step_pos), 0.5))
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halfway.y = step_pos.y
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@ -923,7 +839,6 @@ local function do_step(self)
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end
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end
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else
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local vel = self.object:get_velocity()
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self.object:set_velocity(vector.new(vel.x, 7, vel.z))
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if self._step.y < pos.y - 0.5 then
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self.object:set_velocity(vector.new(vel.x, 0.5, vel.z))
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@ -943,7 +858,6 @@ local function collision_detection(self)
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local width = self.width + 0.25
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local objects = minetest.get_objects_in_area(vec_sub(pos, width), vec_add(pos, width))
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if #objects < 2 then return end
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local col_no = 0
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for i = 2, #objects do
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local object = objects[i]
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if creatura.is_alive(object)
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@ -975,7 +889,6 @@ local function water_physics(self)
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floor_pos.y = floor_pos.y + 0.01
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local surface_pos = floor_pos
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local floor_node = minetest.get_node(floor_pos)
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local surface_node = minetest.get_node(surface_pos)
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if minetest.get_item_group(floor_node.name, "liquid") < 1 then
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self.object:set_acceleration({
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x = 0,
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@ -1012,7 +925,7 @@ local function water_physics(self)
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})
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local hydrodynamics = self.hydrodynamics_multiplier or 0.7
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local vel_y = vel.y
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if self.bouyancy_multiplier == 0 then -- if bouyancy is disabled drag will be applied to keep awuatic mobs from drifting
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if self.bouyancy_multiplier == 0 then
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vel_y = vel.y * hydrodynamics
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end
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self.object:set_velocity({
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@ -1084,7 +997,6 @@ end
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function mob:_execute_actions()
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if not self.object then return end
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local task = self._task
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if #self._task > 0 then
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local func = self._task[#self._task].func
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if func(self) then
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@ -1128,7 +1040,7 @@ function mob:_execute_utilities()
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func = nil,
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score = 0
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}
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if (self:timer(self.task_timer or 1)
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if (self:timer(self.util_timer or 1)
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or not self._utility_data.func)
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and is_alive then
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for i = 1, #self.utility_stack do
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@ -1163,7 +1075,8 @@ function mob:_execute_utilities()
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self._utility_data = loop_data
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else
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local no_data = not self._utility_data.utility and not self._utility_data.args
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local new_util = self._utility_data.utility ~= loop_data.utility or not tbl_equals(self._utility_data.args, loop_data.args)
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local same_args = tbl_equals(self._utility_data.args, loop_data.args)
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local new_util = self._utility_data.utility ~= loop_data.utility or not same_args
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if no_data
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or new_util then -- if utilities are different or utilities are the same and args are different set new data
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self._utility_data = loop_data
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@ -1218,9 +1131,10 @@ function mob:_vitals()
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end
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if self:timer(1) then
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local head_pos = vec_raise(stand_pos, self.height)
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local head_def = get_node_def(minetest.get_node(head_pos).name)
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local head_node = minetest.get_node(head_pos)
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local head_def = creatura.get_node_def(head_node.name)
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if head_def.drawtype == "liquid"
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and minetest.get_item_group(minetest.get_node(head_pos).name, "water") > 0 then
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and minetest.get_item_group(head_node.name, "water") > 0 then
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if self._breath <= 0 then
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self:hurt(1)
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self:indicate_damage()
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@ -1232,8 +1146,9 @@ function mob:_vitals()
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self:memorize("_breath", self._breath)
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end
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end
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local stand_def = get_node_def(minetest.get_node(stand_pos).name)
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if minetest.get_item_group(minetest.get_node(stand_pos).name, "fire") > 0
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local stand_node = minetest.get_node(stand_pos)
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local stand_def = creatura.get_node_def(stand_node.name)
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if minetest.get_item_group(stand_node.name, "fire") > 0
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and stand_def.damage_per_second then
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local damage = stand_def.damage_per_second
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local resist = self.fire_resistance or 0.5
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