Mobs now shoot mcl_bows:arrow_entity
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@ -2350,23 +2350,33 @@ local do_states = function(self, dtime)
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p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
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p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
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-- Shoot arrow
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if minetest.registered_entities[self.arrow] then
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if minetest.registered_entities[self.arrow] then
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local obj = minetest.add_entity(p, self.arrow)
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local arrow, ent
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local ent = obj:get_luaentity()
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local v = 1
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local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
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if not self.shoot_arrow then
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local v = ent.velocity or 1 -- or set to default
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arrow = minetest.add_entity(p, self.arrow)
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ent = arrow:get_luaentity()
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if ent.velocity then
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v = ent.velocity
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end
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ent.switch = 1
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ent.switch = 1
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ent.owner_id = tostring(self.object) -- add unique owner id to arrow
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ent.owner_id = tostring(self.object) -- add unique owner id to arrow
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end
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local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
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-- offset makes shoot aim accurate
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-- offset makes shoot aim accurate
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vec.y = vec.y + self.shoot_offset
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vec.y = vec.y + self.shoot_offset
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vec.x = vec.x * (v / amount)
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vec.x = vec.x * (v / amount)
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vec.y = vec.y * (v / amount)
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vec.y = vec.y * (v / amount)
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vec.z = vec.z * (v / amount)
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vec.z = vec.z * (v / amount)
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if self.shoot_arrow then
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obj:set_velocity(vec)
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vec = vector.normalize(vec)
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self:shoot_arrow(p, vec)
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else
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arrow:set_velocity(vec)
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end
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end
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end
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end
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end
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end
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end
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@ -3217,6 +3227,7 @@ minetest.register_entity(name, {
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can_despawn = can_despawn,
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can_despawn = can_despawn,
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child = def.child or false,
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child = def.child or false,
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texture_mods = {},
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texture_mods = {},
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shoot_arrow = def.shoot_arrow,
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-- End of MCL2 extensions
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-- End of MCL2 extensions
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on_spawn = def.on_spawn,
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on_spawn = def.on_spawn,
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@ -226,6 +226,9 @@ functions needed for the mob to work properly which contains the following:
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spawning fails due to space requirements
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spawning fails due to space requirements
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'glow' same as in entity definition
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'glow' same as in entity definition
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'child' if true, spawn mob as child
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'child' if true, spawn mob as child
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'shoot_arrow(self, pos, dir)' function that is called when mob wants to shoot an arrow.
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You can spawn your own arrow here. pos is mob position,
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dir is mob's aiming direction
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Node Replacement
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Node Replacement
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@ -78,7 +78,10 @@ local skeleton = {
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view_range = 16,
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view_range = 16,
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fear_height = 4,
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fear_height = 4,
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attack_type = "dogshoot",
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attack_type = "dogshoot",
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arrow = "mobs_mc:arrow_entity",
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arrow = "mcl_bows:arrow_entity",
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shoot_arrow = function(self, pos, dir)
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mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object)
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end,
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shoot_interval = 2.5,
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shoot_interval = 2.5,
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shoot_offset = 1,
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shoot_offset = 1,
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dogshoot_switch = 1,
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dogshoot_switch = 1,
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@ -9,8 +9,11 @@ mobs:register_mob("mobs_mc:illusioner", {
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type = "monster",
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type = "monster",
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attack_type = "shoot",
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attack_type = "shoot",
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shoot_interval = 0.5,
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shoot_interval = 0.5,
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arrow = "mobs_mc:arrow_entity",
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shoot_offset = 1.5,
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shoot_offset = 1.5,
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arrow = "mcl_bows:arrow_entity",
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shoot_arrow = function(self, pos, dir)
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mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object)
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end,
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hp_min = 32,
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hp_min = 32,
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hp_max = 32,
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hp_max = 32,
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collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3},
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collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3},
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@ -49,7 +49,7 @@ mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damag
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le._damage = damage
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le._damage = damage
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le._startpos = pos
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le._startpos = pos
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minetest.sound_play("mcl_bows_bow_shoot", {pos=pos})
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minetest.sound_play("mcl_bows_bow_shoot", {pos=pos})
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if shooter ~= nil then
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if shooter ~= nil and shooter:is_player() then
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if obj:get_luaentity().player == "" then
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if obj:get_luaentity().player == "" then
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obj:get_luaentity().player = shooter
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obj:get_luaentity().player = shooter
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end
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end
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