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synced 2025-06-28 22:26:04 +02:00
Add slippery group for nodes (players/items slide)
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@ -99,8 +99,8 @@ core.register_entity(":__builtin:item", {
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self.itemstring = staticdata
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end
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self.object:set_armor_groups({immortal = 1})
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self.object:setvelocity({x = 0, y = 2, z = 0})
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.object:set_velocity({x = 0, y = 2, z = 0})
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self.object:set_acceleration({x = 0, y = -10, z = 0})
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self:set_item(self.itemstring)
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end,
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@ -177,8 +177,8 @@ core.register_entity(":__builtin:item", {
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local in_unloaded = (node == nil)
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if in_unloaded then
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-- Don't infinetly fall into unloaded map
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({physical = false})
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return
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@ -186,7 +186,8 @@ core.register_entity(":__builtin:item", {
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local nn = node.name
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-- If node is not registered or node is walkably solid and resting on nodebox
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local v = self.object:getvelocity()
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if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
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if not core.registered_nodes[nn] or (core.registered_nodes[nn].walkable and
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core.get_item_group(nn, "slippery") == 0) 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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@ -199,17 +200,28 @@ core.register_entity(":__builtin:item", {
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end
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end
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end
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({physical = false})
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end
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else
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if not self.physical_state then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = -10, z = 0})
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self.physical_state = true
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self.object:set_properties({physical = true})
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elseif minetest.get_item_group(nn, "slippery") ~= 0 then
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if math.abs(v.x) < 0.2 and math.abs(v.z) < 0.2 then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({
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physical = false
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})
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else
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self.object:set_acceleration({x = -v.x, y = -10, z = -v.z})
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end
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end
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end
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end,
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