Use round if falling node is misplaced
authorSmallJoker <st.rentsch@hotmail.com>
Thu, 24 Jul 2014 09:51:07 +0000 (11:51 +0200)
committerBlockMen <nmuelll@web.de>
Sun, 28 Sep 2014 11:33:39 +0000 (13:33 +0200)
Fixes: http://i.imgur.com/arAWw1i.png (middle-right)

builtin/game/falling.lua

index 8f3b41d5a6a5a19e8aa850b81e2f6f9bb393ae6a..0e45a43754d5f84d9189af86b2655295242f4ad9 100644 (file)
@@ -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)