end
})
-local function spawn_falling_node(p, node, meta)
- local obj = core.add_entity(p, "__builtin:falling_node")
- if obj then
- obj:get_luaentity():set_node(node, meta)
+local function convert_to_falling_node(pos, node)
+ local obj = core.add_entity(pos, "__builtin:falling_node")
+ if not obj then
+ return false
end
+ node.level = core.get_node_level(pos)
+ local meta = core.get_meta(pos)
+ local metatable = meta and meta:to_table() or {}
+
+ obj:get_luaentity():set_node(node, metatable)
+ core.remove_node(pos)
+ return true
end
function core.spawn_falling_node(pos)
if node.name == "air" or node.name == "ignore" then
return false
end
- local obj = core.add_entity(pos, "__builtin:falling_node")
- if obj then
- obj:get_luaentity():set_node(node)
- core.remove_node(pos)
- return true
- end
- return false
+ return convert_to_falling_node(pos, node)
end
local function drop_attached_node(p)
core.get_node_max_level(p_bottom))) and
(not d_bottom.walkable or d_bottom.buildable_to) then
- n.level = core.get_node_level(p)
- local meta = core.get_meta(p)
- local metatable = {}
- if meta ~= nil then
- metatable = meta:to_table()
- end
- core.remove_node(p)
- spawn_falling_node(p, n, metatable)
+ convert_to_falling_node(p, n)
return true
end
end