Effects persist on loads for mobs too
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@ -96,18 +96,20 @@ function mob_class:get_staticdata()
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local tmp = {}
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for _,stat in pairs(self) do
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for tag, stat in pairs(self) do
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local t = type(stat)
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if t ~= "function"
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and t ~= "nil"
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and t ~= "userdata"
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and _ ~= "_cmi_components" then
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tmp[_] = self[_]
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and tag ~= "_cmi_components" then
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tmp[tag] = self[tag]
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end
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end
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tmp._mcl_potions = self._mcl_potions
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return minetest.serialize(tmp)
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end
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@ -306,7 +308,10 @@ function mob_class:mob_activate(staticdata, def, dtime)
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self._run_armor_init = true
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end
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if not self._mcl_potions then
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self._mcl_potions = {}
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end
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mcl_potions._load_entity_effects(self)
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if def.after_activate then
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@ -325,6 +325,7 @@ function mcl_mobs.register_mob(name, def)
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attack_exception = def.attack_exception or function(p) return false end,
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_spawner = def._spawner,
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_mcl_potions = {},
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}
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if minetest.get_modpath("doc_identifier") ~= nil then
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@ -1339,8 +1339,13 @@ minetest.register_globalstep(function(dtime)
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if effect.after_end then effect.after_end(object) end
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if object:is_player() then
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meta = object:get_meta()
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meta:set_string("mcl_potions:"..name, minetest.serialize(EF[name][object]))
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meta:set_string("mcl_potions:_EF_"..name, "")
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potions_set_hud(object)
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else
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local ent = object:get_luaentity()
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if ent then
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ent._mcl_potions["_EF_"..name] = nil
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end
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end
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elseif object:is_player() then
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if vals.dur == math.huge then
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@ -1351,6 +1356,11 @@ minetest.register_globalstep(function(dtime)
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object:hud_change(icon_ids[object:get_player_name()][vals.hud_index].timestamp,
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"text", math.floor(dur/60)..string.format(":%02d",math.floor(dur % 60)))
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end
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else
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local ent = object:get_luaentity()
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if ent then
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ent._mcl_potions["_EF_"..name] = EF[name][object]
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end
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end
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end
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end
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@ -1503,9 +1513,28 @@ function mcl_potions._load_player_effects(player)
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-- new API effects + on_load for loaded legacy effects
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for name, effect in pairs(registered_effects) do
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local loaded = minetest.deserialize(meta:get_string("mcl_potions:_EF_"..name))
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if loaded then EF[name][player] = loaded end
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if EF[name][player] and effect.on_load then
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effect.on_load(player, EF[name][player].factor)
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if loaded then
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EF[name][player] = loaded
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if effect.on_load then
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effect.on_load(player, EF[name][player].factor)
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end
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end
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end
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end
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function mcl_potions._load_entity_effects(entity)
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if not entity or not entity._mcl_potions or entity._mcl_potions == {} then
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return
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end
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local object = entity.object
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if not object or not object:get_pos() then return end
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for name, effect in pairs(registered_effects) do
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local loaded = entity._mcl_potions["_EF_"..name]
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if loaded then
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EF[name][object] = loaded
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if effect.on_load then
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effect.on_load(object, EF[name][object].factor)
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end
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end
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end
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end
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