make die animation more smooth for all mobs
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@ -1014,9 +1014,6 @@ local check_for_death = function(self, cause, cmi_cause)
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length = max(frames / speed, 0) + DEATH_DELAY
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length = max(frames / speed, 0) + DEATH_DELAY
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set_animation(self, "die")
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set_animation(self, "die")
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else
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else
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local rot = self.object:get_rotation()
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rot.z = pi/2
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self.object:set_rotation(rot)
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length = 1 + DEATH_DELAY
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length = 1 + DEATH_DELAY
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set_animation(self, "stand", true)
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set_animation(self, "stand", true)
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end
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end
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@ -3850,6 +3847,12 @@ local mob_step = function(self, dtime)
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end
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end
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end
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end
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if self.state and self.state=="die" or check_for_death(self) then
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local rot = self.object:get_rotation()
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rot.z = ((pi/2-rot.z)*.2)+rot.z
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self.object:set_rotation(rot)
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end
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if not player_in_active_range(self) then
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if not player_in_active_range(self) then
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set_animation(self, "stand", true)
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set_animation(self, "stand", true)
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self.object:set_velocity(vector.new(0,0,0))
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self.object:set_velocity(vector.new(0,0,0))
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