fixed abs function
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@ -286,7 +286,7 @@ function airutils.testImpact(self, velocity, position)
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if self._last_vel == nil then return end
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local touch_point = self.initial_properties.collisionbox[2]-0.5
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--lets calculate the vertical speed, to avoid the bug on colliding on floor with hard lag
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if abs(velocity.y - self._last_vel.y) > impact_speed then
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if math.abs(velocity.y - self._last_vel.y) > impact_speed then
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local noded = airutils.nodeatpos(airutils.pos_shift(p,{y=touch_point}))
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if (noded and noded.drawtype ~= 'airlike') then
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collision = true
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@ -296,7 +296,7 @@ function airutils.testImpact(self, velocity, position)
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self.object:set_velocity(vector.add(velocity, vector.multiply(self._last_accell, self.dtime/8)))
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end
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end
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local impact = abs(airutils.get_hipotenuse_value(velocity, self._last_vel))
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local impact = math.abs(airutils.get_hipotenuse_value(velocity, self._last_vel))
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local vertical_impact = math.abs(velocity.y - self._last_vel.y)
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--minetest.chat_send_all('impact: '.. impact .. ' - hp: ' .. self.hp_max)
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