Make item entities respect gravity setting

This commit is contained in:
Wuzzy 2017-05-27 15:22:28 +02:00
parent 0b4ae22c21
commit 3cda40818c
1 changed files with 7 additions and 3 deletions

View File

@ -14,6 +14,10 @@ item_drop_settings.drop_single_item = false --if true, the drop control dro
item_drop_settings.follow_time = 1 -- how many seconds an item follows the player before giving up item_drop_settings.follow_time = 1 -- how many seconds an item follows the player before giving up
local get_gravity = function()
return tonumber(minetest.setting_get("movement_gravity")) or 9.81
end
local check_pickup_achievements = function(object, player) local check_pickup_achievements = function(object, player)
local itemname = ItemStack(object:get_luaentity().itemstring):get_name() local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
if minetest.get_item_group(itemname, "tree") ~= 0 then if minetest.get_item_group(itemname, "tree") ~= 0 then
@ -307,7 +311,7 @@ core.register_entity(":__builtin:item", {
end end
self.object:set_armor_groups({immortal = 1}) self.object:set_armor_groups({immortal = 1})
self.object:setvelocity({x = 0, y = 2, z = 0}) self.object:setvelocity({x = 0, y = 2, z = 0})
self.object:setacceleration({x = 0, y = -10, z = 0}) self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self:set_item(self.itemstring) self:set_item(self.itemstring)
end, end,
@ -410,7 +414,7 @@ core.register_entity(":__builtin:item", {
self.object:setacceleration({x = 0, y = 0, z = 0}) self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity({x = newv.x, y = -0.22, z = newv.z}) self.object:setvelocity({x = newv.x, y = -0.22, z = newv.z})
self.object:setacceleration({x = 0, y = -10, z = 0}) self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self.physical_state = true self.physical_state = true
self.object:set_properties({ self.object:set_properties({
physical = true physical = true
@ -445,7 +449,7 @@ core.register_entity(":__builtin:item", {
else else
if not self.physical_state then if not self.physical_state then
self.object:setvelocity({x = 0, y = 0, z = 0}) self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = -10, z = 0}) self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
self.physical_state = true self.physical_state = true
self.object:set_properties({physical = true}) self.object:set_properties({physical = true})
end end