From db5aff832ba929c567564bfd9ee7bb6d7ef03a05 Mon Sep 17 00:00:00 2001 From: SmallJoker Date: Thu, 24 Jul 2014 11:51:07 +0200 Subject: [PATCH] Use round if falling node is misplaced Fixes: http://i.imgur.com/arAWw1i.png (middle-right) --- builtin/game/falling.lua | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua index 8f3b41d5a..0e45a4375 100644 --- a/builtin/game/falling.lua +++ b/builtin/game/falling.lua @@ -43,7 +43,6 @@ core.register_entity(":__builtin:falling_node", { on_activate = function(self, staticdata) self.object:set_armor_groups({immortal=1}) - --self.object:setacceleration({x=0, y=-10, z=0}) self:set_node({name=staticdata}) end, @@ -102,8 +101,12 @@ core.register_entity(":__builtin:falling_node", { core.add_node(np, self.node) self.object:remove() nodeupdate(np) - else - -- Do nothing + return + end + local vel = self.object:getvelocity() + if vector.equals(vel, {x=0,y=0,z=0}) then + local npos = self.object:getpos() + self.object:setpos(vector.round(npos)) end end }) @@ -175,7 +178,7 @@ function nodeupdate_single(p, delay) if delay then core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false) else - n.level = core.env:get_node_level(p) + n.level = core.get_node_level(p) core.remove_node(p) spawn_falling_node(p, n) nodeupdate(p)