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authorparamat <paramat@users.noreply.github.com>2018-02-06 00:55:35 +0000
committerparamat <mat.gregory@virginmedia.com>2018-02-13 03:48:28 +0000
commit737f0b447380597ffa1e4c39beeab847e96ed6b2 (patch)
tree6c67be108ed635b72f38cce5bbebb0f0dd81d58c
parent359c8f82ceaef19563d0dba67a090e8fdc2dfb71 (diff)
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Falling.lua: Delete falling node entities on contact with 'ignore'
Prevents falling node entities entering the ignore at a world edge and resting on unloaded nodes 16 nodes below, unreachable, undiggable and still being processed by 'on step' because they don't revert to nodes.
-rw-r--r--builtin/game/falling.lua7
1 files changed, 6 insertions, 1 deletions
diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua
index 436350fa1..974ba3959 100644
--- a/builtin/game/falling.lua
+++ b/builtin/game/falling.lua
@@ -60,8 +60,13 @@ core.register_entity(":__builtin:falling_node", {
local pos = self.object:getpos()
-- Position of bottom center point
local bcp = {x = pos.x, y = pos.y - 0.7, z = pos.z}
- -- Avoid bugs caused by an unloaded node below
+ -- 'bcn' is nil for unloaded nodes
local bcn = core.get_node_or_nil(bcp)
+ -- Delete on contact with ignore at world edges
+ if bcn and bcn.name == "ignore" then
+ self.object:remove()
+ return
+ end
local bcd = bcn and core.registered_nodes[bcn.name]
if bcn and
(not bcd or bcd.walkable or