forked from mtcontrib/3d_armor
		
	Add initial_properties to armor stand entity (#116)
				
					
				
			* Add `initial_properties` to armor stand entity * Keep pos param * fix * fix crash
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		| @@ -300,26 +300,27 @@ minetest.register_node("3d_armor_stand:locked_armor_stand", { | ||||
| }) | ||||
|  | ||||
| minetest.register_entity("3d_armor_stand:armor_entity", { | ||||
| 	physical = true, | ||||
| 	visual = "mesh", | ||||
| 	mesh = "3d_armor_entity.obj", | ||||
| 	visual_size = {x=1, y=1}, | ||||
| 	collisionbox = {0,0,0,0,0,0}, | ||||
| 	textures = {"3d_armor_trans.png"}, | ||||
| 	pos = nil, | ||||
| 	timer = 0, | ||||
| 	initial_properties = { | ||||
| 		physical = true, | ||||
| 		visual = "mesh", | ||||
| 		mesh = "3d_armor_entity.obj", | ||||
| 		visual_size = {x=1, y=1}, | ||||
| 		collisionbox = {0,0,0,0,0,0}, | ||||
| 		textures = {"3d_armor_trans.png"}, | ||||
| 	}, | ||||
| 	_pos = nil, | ||||
| 	on_activate = function(self) | ||||
| 		local pos = self.object:get_pos() | ||||
| 		if pos then | ||||
| 			self.pos = vector.round(pos) | ||||
| 			self._pos = vector.round(pos) | ||||
| 			update_entity(pos) | ||||
| 		end | ||||
| 	end, | ||||
| 	on_blast = function(self, damage) | ||||
| 		local drops = {} | ||||
| 		local node = minetest.get_node(self.pos) | ||||
| 		local node = minetest.get_node(self._pos) | ||||
| 		if node.name == "3d_armor_stand:armor_stand" then | ||||
| 			drop_armor(self.pos) | ||||
| 			drop_armor(self._pos) | ||||
| 			self.object:remove() | ||||
| 		end | ||||
| 		return false, false, drops | ||||
|   | ||||
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