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Re-enable item physic after player follow failed

objects
Wuzzy 2017-05-30 06:00:26 +02:00
parent 467baaf67c
commit 64c91afa4a
1 changed files with 5 additions and 0 deletions

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@ -392,6 +392,11 @@ core.register_entity(":__builtin:item", {
-- If no collector was found for a long enough time, declare the magnet as disabled -- If no collector was found for a long enough time, declare the magnet as disabled
if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
self._magnet_active = false self._magnet_active = false
self.object:setvelocity({x=0,y=0,z=0})
self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self.physical_state = true
self.object:set_properties({physical = true})
return
end end
if in_unloaded and self.physical_state == true then if in_unloaded and self.physical_state == true then
-- Don't infinetly fall into unloaded map -- Don't infinetly fall into unloaded map