Replace deprecated functions
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b31a717410
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2f74aea6f5
29 changed files with 159 additions and 159 deletions
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@ -137,15 +137,15 @@ local set_velocity = function(self, v)
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-- do not move if mob has been ordered to stay
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if self.order == "stand" then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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return
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end
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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self.object:setvelocity({
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self.object:set_velocity({
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x = sin(yaw) * -v,
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y = self.object:getvelocity().y,
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y = self.object:get_velocity().y,
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z = cos(yaw) * v
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})
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end
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@ -154,7 +154,7 @@ end
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-- calculate mob velocity
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local get_velocity = function(self)
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local v = self.object:getvelocity()
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local v = self.object:get_velocity()
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return (v.x * v.x + v.z * v.z) ^ 0.5
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end
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@ -403,7 +403,7 @@ local item_drop = function(self, cooked)
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if obj and obj:get_luaentity() then
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obj:setvelocity({
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obj:set_velocity({
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x = random(-10, 10) / 9,
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y = 6,
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z = random(-10, 10) / 9,
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@ -642,7 +642,7 @@ local do_env_damage = function(self)
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-- don't fall when on ignore, just stand still
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if self.standing_in == "ignore" then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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end
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local nodef = minetest.registered_nodes[self.standing_in]
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@ -738,7 +738,7 @@ local do_jump = function(self)
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-- something stopping us while moving?
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if self.state ~= "stand"
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and get_velocity(self) > 0.5
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and self.object:getvelocity().y ~= 0 then
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and self.object:get_velocity().y ~= 0 then
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return false
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end
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@ -776,13 +776,13 @@ local do_jump = function(self)
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if not nod.name:find("fence")
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and not nod.name:find("gate") then
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local v = self.object:getvelocity()
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local v = self.object:get_velocity()
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v.y = self.jump_height
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set_animation(self, "jump") -- only when defined
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self.object:setvelocity(v)
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self.object:set_velocity(v)
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-- when in air move forward
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minetest.after(0.3, function(self, v)
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@ -912,7 +912,7 @@ local breed = function(self)
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self.on_grown(self)
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else
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-- jump when fully grown so as not to fall into ground
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self.object:setvelocity({
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self.object:set_velocity({
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x = 0,
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y = self.jump_height,
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z = 0
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@ -1041,7 +1041,7 @@ local replace = function(self, pos)
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or not self.replace_rate
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or not self.replace_what
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or self.child == true
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or self.object:getvelocity().y ~= 0
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or self.object:get_velocity().y ~= 0
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or random(1, self.replace_rate) > 1 then
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return
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end
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@ -1267,7 +1267,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
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end
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s.y = s.y - sheight
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self.object:setpos({x = s.x, y = s.y + 2, z = s.z})
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self.object:set_pos({x = s.x, y = s.y + 2, z = s.z})
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else -- dig 2 blocks to make door toward player direction
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@ -1670,7 +1670,7 @@ local follow_flop = function(self)
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if not flight_check(self, s) then
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self.state = "flop"
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self.object:setvelocity({x = 0, y = -5, z = 0})
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self.object:set_velocity({x = 0, y = -5, z = 0})
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set_animation(self, "stand")
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@ -1944,7 +1944,7 @@ local do_states = function(self, dtime)
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self.timer = 0
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self.blinktimer = 0
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self.blinkstatus = false
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self.object:settexturemod("")
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self.object:set_texture_mod("")
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end
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-- walk right up to player unless the timer is active
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@ -1970,9 +1970,9 @@ local do_states = function(self, dtime)
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self.blinktimer = 0
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if self.blinkstatus then
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self.object:settexturemod("")
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self.object:set_texture_mod("")
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else
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self.object:settexturemod("^[brighten")
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self.object:set_texture_mod("^[brighten")
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end
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self.blinkstatus = not self.blinkstatus
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@ -2026,13 +2026,13 @@ local do_states = function(self, dtime)
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local me_y = floor(p1.y)
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local p2 = p
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local p_y = floor(p2.y + 1)
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local v = self.object:getvelocity()
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local v = self.object:get_velocity()
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if flight_check(self, s) then
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if me_y < p_y then
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self.object:setvelocity({
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self.object:set_velocity({
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x = v.x,
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y = 1 * self.walk_velocity,
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z = v.z
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@ -2040,7 +2040,7 @@ local do_states = function(self, dtime)
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elseif me_y > p_y then
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self.object:setvelocity({
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self.object:set_velocity({
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x = v.x,
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y = -1 * self.walk_velocity,
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z = v.z
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@ -2049,7 +2049,7 @@ local do_states = function(self, dtime)
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else
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if me_y < p_y then
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self.object:setvelocity({
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self.object:set_velocity({
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x = v.x,
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y = 0.01,
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z = v.z
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@ -2057,7 +2057,7 @@ local do_states = function(self, dtime)
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elseif me_y > p_y then
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self.object:setvelocity({
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self.object:set_velocity({
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x = v.x,
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y = -0.01,
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z = v.z
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@ -2241,7 +2241,7 @@ local do_states = function(self, dtime)
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vec.y = vec.y * (v / amount)
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vec.z = vec.z * (v / amount)
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obj:setvelocity(vec)
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obj:set_velocity(vec)
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end
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end
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end
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@ -2257,12 +2257,12 @@ local falling = function(self, pos)
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end
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-- floating in water (or falling)
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local v = self.object:getvelocity()
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local v = self.object:get_velocity()
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if v.y > 0 then
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-- apply gravity when moving up
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self.object:setacceleration({
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self.object:set_acceleration({
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x = 0,
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y = -10,
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z = 0
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@ -2271,14 +2271,14 @@ local falling = function(self, pos)
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elseif v.y <= 0 and v.y > self.fall_speed then
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-- fall downwards at set speed
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self.object:setacceleration({
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self.object:set_acceleration({
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x = 0,
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y = self.fall_speed,
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z = 0
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})
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else
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-- stop accelerating once max fall speed hit
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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end
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-- in water then float up
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@ -2286,7 +2286,7 @@ local falling = function(self, pos)
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if self.floats == 1 then
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self.object:setacceleration({
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self.object:set_acceleration({
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x = 0,
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y = -self.fall_speed / (max(1, v.y) ^ 2),
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z = 0
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@ -2296,7 +2296,7 @@ local falling = function(self, pos)
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-- fall damage onto solid ground
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if self.fall_damage == 1
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and self.object:getvelocity().y == 0 then
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and self.object:get_velocity().y == 0 then
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local d = (self.old_y or 0) - self.object:get_pos().y
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@ -2475,7 +2475,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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if self.knock_back
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and tflp >= punch_interval then
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local v = self.object:getvelocity()
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local v = self.object:get_velocity()
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local r = 1.4 - min(punch_interval, 1.4)
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local kb = r * 2.0
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local up = 2
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@ -2496,7 +2496,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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kb = kb * 1.5
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end
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self.object:setvelocity({
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self.object:set_velocity({
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x = dir.x * kb,
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y = up,
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z = dir.z * kb
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