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authorSmallJoker <st.rentsch@hotmail.com>2014-07-24 11:51:07 +0200
committerBlockMen <nmuelll@web.de>2014-09-28 13:33:39 +0200
commitdb5aff832ba929c567564bfd9ee7bb6d7ef03a05 (patch)
tree8059854f0f83079adee744aa524cc489e7c1ad75
parent61ed56f916f71a708b56260d7cba2160e8166529 (diff)
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Use round if falling node is misplaced
Fixes: http://i.imgur.com/arAWw1i.png (middle-right)
-rw-r--r--builtin/game/falling.lua11
1 files changed, 7 insertions, 4 deletions
diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua
index 8f3b41d5a..0e45a4375 100644
--- a/builtin/game/falling.lua
+++ b/builtin/game/falling.lua
@@ -43,7 +43,6 @@ core.register_entity(":__builtin:falling_node", {
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal=1})
- --self.object:setacceleration({x=0, y=-10, z=0})
self:set_node({name=staticdata})
end,
@@ -102,8 +101,12 @@ core.register_entity(":__builtin:falling_node", {
core.add_node(np, self.node)
self.object:remove()
nodeupdate(np)
- else
- -- Do nothing
+ return
+ end
+ local vel = self.object:getvelocity()
+ if vector.equals(vel, {x=0,y=0,z=0}) then
+ local npos = self.object:getpos()
+ self.object:setpos(vector.round(npos))
end
end
})
@@ -175,7 +178,7 @@ function nodeupdate_single(p, delay)
if delay then
core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
else
- n.level = core.env:get_node_level(p)
+ n.level = core.get_node_level(p)
core.remove_node(p)
spawn_falling_node(p, n)
nodeupdate(p)