Item movement fixes:
This PR fixes items at flowing_water edges not falling down holes. As well as fixing items not sliding on slippery nodes like ice. And, allows for movement starting at the source block of a flowing water node. While ensuring regular water_source blocks do not bug out.mobs_head_rotation
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44e4e53cf2
commit
5dde594c19
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@ -78,7 +78,6 @@ local function enable_physics(object, luaentity, ignore_check)
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object:set_properties({
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physical = true
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})
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=-get_gravity(),z=0})
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end
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end
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@ -774,8 +773,8 @@ minetest.register_entity(":__builtin:item", {
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return
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end
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-- Move item around on flowing liquids
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if def and def.liquidtype == "flowing" then
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-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
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if def and def.liquidtype == "flowing" or def.liquidtype == "source" then
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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@ -808,7 +807,7 @@ minetest.register_entity(":__builtin:item", {
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local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
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local v = self.object:get_velocity()
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if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and v.y == 0 then
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if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and not minetest.registered_nodes[nn].groups.slippery and v.y == 0 then
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if self.physical_state then
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local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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-- Merge with close entities of the same item
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