Merge pull request 'Mob animation/head/jumping improvments/fixes' (#2865) from mob_head_code_improvments into master
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/2865 Reviewed-by: cora <cora@noreply.git.minetest.land>
This commit is contained in:
commit
4f191754b8
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@ -414,21 +414,20 @@ local set_yaw = function(self, yaw, delay, dtime)
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if self.noyaw then return end
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if self._kb_turn then
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self._turn_to = yaw
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end
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self._turn_to = yaw
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--clamp our yaw to a 360 range
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if math.deg(self.object:get_yaw()) > 360 then
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self.object:set_yaw(math.rad(10))
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self.object:set_yaw(math.rad(1))
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elseif math.deg(self.object:get_yaw()) < 0 then
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self.object:set_yaw(math.rad(350))
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self.object:set_yaw(math.rad(359))
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end
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--calculate the shortest way to turn to find our target
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local target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), yaw, true)
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--turn in the shortest path possible toward our target. if we are attacking, don't dance.
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if math.abs(target_shortest_path) > 100 and (self.attack and self.attack:get_pos() or self.following and self.following:get_pos()) then
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if (math.abs(target_shortest_path) > 50 and not self._kb_turn) and (self.attack and self.attack:get_pos() or self.following and self.following:get_pos()) then
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if self.following then
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target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), true)
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else
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@ -1075,17 +1074,87 @@ local function within_limits(pos, radius)
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return true
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end
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-- get node but use fallback for nil or unknown
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local node_ok = function(pos, fallback)
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fallback = fallback or mcl_mobs.fallback_node
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local node = minetest.get_node_or_nil(pos)
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if node and minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes[fallback]
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end
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local can_jump_cliff = function(self)
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local yaw = self.object:get_yaw()
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local pos = self.object:get_pos()
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local v = self.object:get_velocity()
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local v2 = abs(v.x)+abs(v.z)*.833
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local jump_c_multiplier = 1
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if v2/self.walk_velocity/2>1 then
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jump_c_multiplier = v2/self.walk_velocity/2
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end
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-- where is front
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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--is there nothing under the block in front? if so jump the gap.
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local nodLow = node_ok({
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x = pos.x + dir_x-0.6,
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y = pos.y - 0.5,
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z = pos.z + dir_z-0.6
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}, "air")
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local nodFar = node_ok({
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x = pos.x + dir_x*2,
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y = pos.y - 0.5,
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z = pos.z + dir_z*2
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}, "air")
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local nodFar2 = node_ok({
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x = pos.x + dir_x*2.5,
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y = pos.y - 0.5,
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z = pos.z + dir_z*2.5
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}, "air")
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if minetest.registered_nodes[nodLow.name]
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and minetest.registered_nodes[nodLow.name].walkable ~= true
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and (minetest.registered_nodes[nodFar.name]
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and minetest.registered_nodes[nodFar.name].walkable == true
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or minetest.registered_nodes[nodFar2.name]
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and minetest.registered_nodes[nodFar2.name].walkable == true)
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then
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--disable fear heigh while we make our jump
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self._jumping_cliff = true
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minetest.after(1, function()
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if self and self.object then
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self._jumping_cliff = false
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end
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end)
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return true
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else
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return false
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end
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end
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-- is mob facing a cliff or danger
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local is_at_cliff_or_danger = function(self)
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if self.fear_height == 0 then -- 0 for no falling protection!
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if self.fear_height == 0 or can_jump_cliff(self) or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
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return false
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end
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if not self.object:get_luaentity() then
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return false
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end
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local yaw = self.object:get_yaw()
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
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@ -1118,7 +1187,7 @@ end
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local is_at_water_danger = function(self)
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if not self.object:get_luaentity() then
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if not self.object:get_luaentity() or can_jump_cliff(self) or self._jumping_cliff then
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return false
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end
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local yaw = self.object:get_yaw()
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@ -1152,20 +1221,6 @@ local is_at_water_danger = function(self)
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end
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-- get node but use fallback for nil or unknown
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local node_ok = function(pos, fallback)
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fallback = fallback or mcl_mobs.fallback_node
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local node = minetest.get_node_or_nil(pos)
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if node and minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes[fallback]
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end
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-- environmental damage (water, lava, fire, light etc.)
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local do_env_damage = function(self)
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@ -1221,11 +1276,13 @@ local do_env_damage = function(self)
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end
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local _, dim = mcl_worlds.y_to_layer(pos.y)
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if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
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if self.ignited_by_sunlight then
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mcl_burning.set_on_fire(self.object, 10)
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else
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deal_light_damage(self, pos, self.sunlight_damage)
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return true
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if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
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if self.ignited_by_sunlight then
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mcl_burning.set_on_fire(self.object, 10)
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else
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deal_light_damage(self, pos, self.sunlight_damage)
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return true
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end
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end
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end
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@ -1431,8 +1488,8 @@ local do_jump = function(self)
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end
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-- where is front
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+.4
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+.4
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
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-- what is in front of mob?
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nod = node_ok({
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@ -1449,8 +1506,9 @@ local do_jump = function(self)
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z = pos.z + dir_z
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}, "air")
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-- we don't attempt to jump if there's a stack of blocks blocking
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if minetest.registered_nodes[nodTop.name].walkable == true then
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if minetest.registered_nodes[nodTop.name].walkable == true and not (self.attack and self.state == "attack") then
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return false
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end
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@ -1460,7 +1518,7 @@ local do_jump = function(self)
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end
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local ndef = minetest.registered_nodes[nod.name]
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if self.walk_chance == 0 or ndef and ndef.walkable then
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if self.walk_chance == 0 or ndef and ndef.walkable or can_jump_cliff(self) then
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if minetest.get_item_group(nod.name, "fence") == 0
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and minetest.get_item_group(nod.name, "fence_gate") == 0
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@ -1470,6 +1528,10 @@ local do_jump = function(self)
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v.y = self.jump_height + 0.1 * 3
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if can_jump_cliff(self) then
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v=vector.multiply(v, vector.new(2.8,1,2.8))
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end
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set_animation(self, "jump") -- only when defined
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self.object:set_velocity(v)
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@ -2472,7 +2534,7 @@ local function go_to_pos(entity,b)
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local v = { x = b.x - s.x, z = b.z - s.z }
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local yaw = (atann(v.z / v.x) + pi / 2) - entity.rotate
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if b.x > s.x then yaw = yaw + pi end
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entity.object:set_yaw(yaw)
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--entity.object:set_yaw(yaw)
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set_velocity(entity,entity.follow_velocity)
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mcl_mobs:set_animation(entity, "walk")
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end
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@ -3118,7 +3180,7 @@ local do_states = function(self, dtime)
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if self.shoot_interval
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and self.timer > self.shoot_interval
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and not minetest.raycast(p, self.attack:get_pos(), false, false):next()
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and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
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and random(1, 100) <= 60 then
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self.timer = 0
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@ -3247,19 +3309,91 @@ local function player_near(pos)
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end
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end
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local function get_armor_texture(armor_name)
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if armor_name == "" then
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return ""
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end
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if armor_name=="blank.png" then
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return "blank.png"
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end
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local seperator = string.find(armor_name, ":")
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return "mcl_armor_"..string.sub(armor_name, seperator+1, -1)..".png^"
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end
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local function set_armor_texture(self)
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if self.armor_list then
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local chestplate=minetest.registered_items[self.armor_list.chestplate] or {name=""}
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local boots=minetest.registered_items[self.armor_list.boots] or {name=""}
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local leggings=minetest.registered_items[self.armor_list.leggings] or {name=""}
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local helmet=minetest.registered_items[self.armor_list.helmet] or {name=""}
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if helmet.name=="" and chestplate.name=="" and leggings.name=="" and boots.name=="" then
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helmet={name="blank.png"}
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end
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local texture = get_armor_texture(chestplate.name)..get_armor_texture(helmet.name)..get_armor_texture(boots.name)..get_armor_texture(leggings.name)
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if string.sub(texture, -1,-1) == "^" then
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texture=string.sub(texture,1,-2)
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end
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if self.textures[self.wears_armor] then
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self.textures[self.wears_armor]=texture
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end
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self.object:set_properties({textures=self.textures})
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local armor_
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if type(self.armor) == "table" then
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armor_ = table.copy(self.armor)
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armor_.immortal = 1
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else
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armor_ = {immortal=1, fleshy = self.armor}
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end
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for _,item in pairs(self.armor_list) do
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if not item then return end
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if type(minetest.get_item_group(item, "mcl_armor_points")) == "number" then
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armor_.fleshy=armor_.fleshy-(minetest.get_item_group(item, "mcl_armor_points")*3.5)
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end
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end
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self.object:set_armor_groups(armor_)
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end
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end
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local function check_item_pickup(self)
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if self.pick_up and #self.pick_up > 0 then
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if self.pick_up and #self.pick_up > 0 or self.wears_armor then
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local p = self.object:get_pos()
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for _,o in pairs(minetest.get_objects_inside_radius(p,2)) do
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local l=o:get_luaentity()
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if l and l.name == "__builtin:item" then
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for k,v in pairs(self.pick_up) do
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if not player_near(p) and self.on_pick_up and l.itemstring:find(v) then
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local r = self.on_pick_up(self,l)
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if r and r.is_empty and not r:is_empty() then
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l.itemstring = r:to_string()
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elseif r and r.is_empty and r:is_empty() then
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o:remove()
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if not player_near(p) and l.itemstring:find("mcl_armor") and self.wears_armor then
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local armor_type
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if l.itemstring:find("chestplate") then
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armor_type = "chestplate"
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elseif l.itemstring:find("boots") then
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armor_type = "boots"
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elseif l.itemstring:find("leggings") then
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armor_type = "leggings"
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elseif l.itemstring:find("helmet") then
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armor_type = "helmet"
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end
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if not armor_type then
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return
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end
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if not self.armor_list then
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self.armor_list={helmet="",chestplate="",boots="",leggings=""}
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elseif self.armor_list[armor_type] and self.armor_list[armor_type] ~= "" then
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return
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end
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self.armor_list[armor_type]=ItemStack(l.itemstring):get_name()
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o:remove()
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end
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if self.pick_up then
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for k,v in pairs(self.pick_up) do
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if not player_near(p) and self.on_pick_up and l.itemstring:find(v) then
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local r = self.on_pick_up(self,l)
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if r and r.is_empty and not r:is_empty() then
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l.itemstring = r:to_string()
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elseif r and r.is_empty and r:is_empty() then
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o:remove()
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end
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end
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end
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end
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@ -3620,7 +3754,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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elseif luaentity and luaentity._knockback then
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kb = kb + luaentity._knockback
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end
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--self._kb_turn = false
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self._kb_turn = true
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self._turn_to=self.object:get_yaw()-1.57
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self.frame_speed_multiplier=2.3
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if self.animation.run_end then
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@ -3631,7 +3765,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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minetest.after(0.2, function()
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if self and self.object then
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self.frame_speed_multiplier=1
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self._kb_turn = true
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self._kb_turn = false
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end
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end)
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self.object:add_velocity({
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@ -3936,9 +4070,16 @@ local mob_activate = function(self, staticdata, def, dtime)
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self.on_spawn_run = true -- if true, set flag to run once only
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end
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end
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if not self._run_armor_init then
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self.armor_list={helmet="",chestplate="",boots="",leggings=""}
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set_armor_texture(self)
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self._run_armor_init = true
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end
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|
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||||
-- run after_activate
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if def.after_activate then
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def.after_activate(self, staticdata, def, dtime)
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end
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||||
end
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@ -4053,7 +4194,11 @@ local mob_step = function(self, dtime)
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if not self.animation.walk_speed then
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self.animation.walk_speed = 25
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end
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self.object:set_animation_frame_speed((v2/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier)
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if abs(v.x)+abs(v.z) > 0.5 then
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self.object:set_animation_frame_speed((v2/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier)
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else
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self.object:set_animation_frame_speed(25)
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end
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||||
end
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||||
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||||
--set_speed
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||||
|
@ -4111,12 +4256,13 @@ local mob_step = function(self, dtime)
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|||
-- end rotation
|
||||
|
||||
if self.head_swivel and type(self.head_swivel) == "string" then
|
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local final_rotation = vector.new(0,0,0)
|
||||
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
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||||
|
||||
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do
|
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if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then
|
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if not self._locked_object then
|
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if math.random(5000/self.curiosity) == 1 then
|
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if math.random(5000/self.curiosity) == 1 or vector.distance(pos,obj:get_pos())<4 and obj:is_player() then
|
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self._locked_object = obj
|
||||
end
|
||||
else
|
||||
|
@ -4127,8 +4273,8 @@ local mob_step = function(self, dtime)
|
|||
end
|
||||
end
|
||||
|
||||
if self.attack then
|
||||
self._locked_object = self.attack
|
||||
if self.attack or self.following then
|
||||
self._locked_object = self.attack or self.following
|
||||
end
|
||||
|
||||
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
|
||||
|
@ -4148,30 +4294,36 @@ local mob_step = function(self, dtime)
|
|||
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
|
||||
local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
|
||||
local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
|
||||
if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.type == "monster") then
|
||||
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.multiply(oldr, 0.9))
|
||||
elseif self.attack and self.type == "monster" then
|
||||
|
||||
if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
|
||||
final_rotation = vector.multiply(oldr, 0.9)
|
||||
elseif self.attack and self.state == "attack" and not self.runaway then
|
||||
if self.head_yaw == "y" then
|
||||
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.new(mob_pitch, mob_yaw, 0))
|
||||
final_rotation = vector.new(mob_pitch, mob_yaw, 0)
|
||||
elseif self.head_yaw == "z" then
|
||||
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.new(mob_pitch, 0, -mob_yaw))
|
||||
final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
if self.head_yaw == "y" then
|
||||
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0))
|
||||
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
|
||||
elseif self.head_yaw == "z" then
|
||||
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3))
|
||||
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
|
||||
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.multiply(oldr, 0.9))
|
||||
final_rotation = vector.multiply(oldr, 0.9)
|
||||
else
|
||||
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), vector.new(0,0,0))
|
||||
final_rotation = vector.new(0,0,0)
|
||||
end
|
||||
|
||||
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
|
||||
|
||||
end
|
||||
|
||||
|
||||
-- run custom function (defined in mob lua file)
|
||||
if self.do_custom then
|
||||
|
||||
|
@ -4243,6 +4395,8 @@ local mob_step = function(self, dtime)
|
|||
|
||||
do_jump(self)
|
||||
|
||||
set_armor_texture(self)
|
||||
|
||||
runaway_from(self)
|
||||
|
||||
if is_at_water_danger(self) and self.state ~= "attack" then
|
||||
|
@ -4399,6 +4553,7 @@ minetest.register_entity(name, {
|
|||
curiosity = def.curiosity or 1, -- how often mob will look at player on idle
|
||||
head_yaw = def.head_yaw or "y", -- axis to rotate head on
|
||||
horrizonatal_head_height = def.horrizonatal_head_height or 0,
|
||||
wears_armor = def.wears_armor, -- a number value used to index texture slot for armor
|
||||
stepheight = def.stepheight or 0.6,
|
||||
name = name,
|
||||
description = def.description,
|
||||
|
@ -4452,6 +4607,7 @@ minetest.register_entity(name, {
|
|||
nofollow = def.nofollow,
|
||||
can_open_doors = def.can_open_doors,
|
||||
jump = def.jump ~= false,
|
||||
automatic_face_movement_max_rotation_per_sec = 300,
|
||||
walk_chance = def.walk_chance or 50,
|
||||
attacks_monsters = def.attacks_monsters or false,
|
||||
group_attack = def.group_attack or false,
|
||||
|
@ -4561,6 +4717,7 @@ minetest.register_entity(name, {
|
|||
self.object:set_properties({
|
||||
collide_with_objects = false,
|
||||
})
|
||||
|
||||
return mob_activate(self, staticdata, def, dtime)
|
||||
end,
|
||||
|
||||
|
|
|
@ -59,6 +59,7 @@ local zombie = {
|
|||
curiosity = 7,
|
||||
head_pitch_multiplier=-1,
|
||||
breath_max = -1,
|
||||
wears_armor = 1,
|
||||
armor = {undead = 90, fleshy = 90},
|
||||
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.8, 0.3},
|
||||
visual = "mesh",
|
||||
|
|
Loading…
Reference in New Issue
Block a user