Use round if falling node is misplaced

Fixes: http://i.imgur.com/arAWw1i.png (middle-right)
pull/1515/merge
SmallJoker 2014-07-24 11:51:07 +02:00 committed by BlockMen
parent 61ed56f916
commit db5aff832b
1 changed files with 7 additions and 4 deletions

View 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)