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-rw-r--r--builtin/game/falling.lua2
-rw-r--r--doc/lua_api.txt4
-rw-r--r--src/content_sao.h4
-rw-r--r--src/script/lua_api/l_object.cpp15
-rw-r--r--src/script/lua_api/l_object.h3
5 files changed, 27 insertions, 1 deletions
diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua
index 974ba3959..4ebe39f5f 100644
--- a/builtin/game/falling.lua
+++ b/builtin/game/falling.lua
@@ -39,7 +39,7 @@ core.register_entity(":__builtin:falling_node", {
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
-
+
local ds = core.deserialize(staticdata)
if ds and ds.node then
self:set_node(ds.node, ds.meta)
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 69c4b3262..00f5e3f71 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -4029,6 +4029,10 @@ This is basically a reference to a C++ `ServerActiveObject`
##### LuaEntitySAO-only (no-op for other objects)
* `set_velocity(vel)`
* `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
+* `add_velocity(vel)`
+ * `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
+ * In comparison to using get_velocity, adding the velocity and then using
+ set_velocity, add_velocity is supposed to avoid synchronization problems.
* `get_velocity()`: returns the velocity, a vector
* `set_acceleration(acc)`
* `acc` is a vector
diff --git a/src/content_sao.h b/src/content_sao.h
index 509f477dd..3f75a7890 100644
--- a/src/content_sao.h
+++ b/src/content_sao.h
@@ -121,6 +121,10 @@ public:
s16 getHP() const;
/* LuaEntitySAO-specific */
void setVelocity(v3f velocity);
+ void addVelocity(v3f velocity)
+ {
+ m_velocity += velocity;
+ }
v3f getVelocity();
void setAcceleration(v3f acceleration);
v3f getAcceleration();
diff --git a/src/script/lua_api/l_object.cpp b/src/script/lua_api/l_object.cpp
index e4c478df7..b3c3bdf66 100644
--- a/src/script/lua_api/l_object.cpp
+++ b/src/script/lua_api/l_object.cpp
@@ -850,6 +850,20 @@ int ObjectRef::l_set_velocity(lua_State *L)
return 0;
}
+// add_velocity(self, {x=num, y=num, z=num})
+int ObjectRef::l_add_velocity(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+ ObjectRef *ref = checkobject(L, 1);
+ LuaEntitySAO *co = getluaobject(ref);
+ if (!co)
+ return 0;
+ v3f pos = checkFloatPos(L, 2);
+ // Do it
+ co->addVelocity(pos);
+ return 0;
+}
+
// get_velocity(self)
int ObjectRef::l_get_velocity(lua_State *L)
{
@@ -1840,6 +1854,7 @@ const luaL_Reg ObjectRef::methods[] = {
luamethod(ObjectRef, get_nametag_attributes),
// LuaEntitySAO-only
luamethod_aliased(ObjectRef, set_velocity, setvelocity),
+ luamethod(ObjectRef, add_velocity),
luamethod_aliased(ObjectRef, get_velocity, getvelocity),
luamethod_aliased(ObjectRef, set_acceleration, setacceleration),
luamethod_aliased(ObjectRef, get_acceleration, getacceleration),
diff --git a/src/script/lua_api/l_object.h b/src/script/lua_api/l_object.h
index 58cfe7146..21c215c3f 100644
--- a/src/script/lua_api/l_object.h
+++ b/src/script/lua_api/l_object.h
@@ -161,6 +161,9 @@ private:
// set_velocity(self, {x=num, y=num, z=num})
static int l_set_velocity(lua_State *L);
+ // add_velocity(self, {x=num, y=num, z=num})
+ static int l_add_velocity(lua_State *L);
+
// get_velocity(self)
static int l_get_velocity(lua_State *L);