Skip to content

Commit

Permalink
Use round if falling node is misplaced
Browse files Browse the repository at this point in the history
Fixes: http://i.imgur.com/arAWw1i.png (middle-right)
  • Loading branch information
SmallJoker authored and BlockMen committed Sep 28, 2014
1 parent 61ed56f commit db5aff8
Showing 1 changed file with 7 additions and 4 deletions.
11 changes: 7 additions & 4 deletions builtin/game/falling.lua
Expand Up @@ -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,

Expand Down Expand Up @@ -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
})
Expand Down Expand Up @@ -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)
Expand Down

0 comments on commit db5aff8

Please sign in to comment.