Change item entity collisionbox so that they don't sink into the ground
authorsfan5 <sfan5@live.de>
Wed, 27 May 2020 13:41:28 +0000 (15:41 +0200)
committersfan5 <sfan5@live.de>
Wed, 27 May 2020 19:58:20 +0000 (21:58 +0200)
builtin/game/item_entity.lua

index 5d2cd7c76cce8762d59f5f722d711dc0eedafd8f..20dd1804497f16bb6dc356773279d5a7a16397d9 100644 (file)
@@ -27,8 +27,6 @@ core.register_entity(":__builtin:item", {
                visual = "wielditem",
                visual_size = {x = 0.4, y = 0.4},
                textures = {""},
-               spritediv = {x = 1, y = 1},
-               initial_sprite_basepos = {x = 0, y = 0},
                is_visible = false,
        },
 
@@ -56,7 +54,6 @@ core.register_entity(":__builtin:item", {
                local max_count = stack:get_stack_max()
                local count = math.min(stack:get_count(), max_count)
                local size = 0.2 + 0.1 * (count / max_count) ^ (1 / 3)
-               local coll_height = size * 0.75
                local def = core.registered_nodes[itemname]
                local glow = def and math.floor(def.light_source / 2 + 0.5)
 
@@ -65,9 +62,7 @@ core.register_entity(":__builtin:item", {
                        visual = "wielditem",
                        textures = {itemname},
                        visual_size = {x = size, y = size},
-                       collisionbox = {-size, -coll_height, -size,
-                               size, coll_height, size},
-                       selectionbox = {-size, -size, -size, size, size, size},
+                       collisionbox = {-size, -size, -size, size, size, size},
                        automatic_rotate = math.pi * 0.5 * 0.2 / size,
                        wield_item = self.itemstring,
                        glow = glow,