This prevents the inventory check on each object in the loop and thus shortens the code.
Additionally, the inventory existence check is removed because get_inventory never returns nil for player objects.
To support lecagy setting names, I added two functions. They use the old setting only if the new one is not set.
(I'm not sure if enable_item_pickup_key is a valid legacy setting…)
I did not test this commit thoroughly.
To support lecagy setting names, I added two functions. They use the old setting only if the new one is not set.
(I'm not sure if enable_item_pickup_key is a valid legacy setting…)
I did not test this commit thoroughly.
There is no field named physical_state, so the item didn't lose the physical property, but it happily hopped towards me after I dropped it.
Disabling physical looked quite wrong, because the item flew through mountains. Instead, it gets zero acceleration now.
To avoid resetting the acceleration in the on_step function, it is overridden to disable acceleration and velocity changes during executing the original on_step.
Small code fix: Add underscores in set_velocity and set_acceleration
There is no field named physical_state, so the item didn't lose the physical property, but it happily hopped towards me after I dropped it.
Disabling physical looked quite wrong, because the item flew through mountains. Instead, it gets zero acceleration now.
To avoid resetting the acceleration in the on_step function, it is overridden to disable acceleration and velocity changes during executing the original on_step.
Small code fix: Add underscores in set_velocity and set_acceleration