From c22a5cba430173430c8848aea9a9e8adb4389878 Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Mon, 29 Jan 2018 03:18:02 +0100 Subject: [PATCH] Fix falling nodes falling forever on walls --- mods/ENTITIES/mcl_falling_nodes/init.lua | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/mods/ENTITIES/mcl_falling_nodes/init.lua b/mods/ENTITIES/mcl_falling_nodes/init.lua index 9290f9e268..e6915d3d93 100644 --- a/mods/ENTITIES/mcl_falling_nodes/init.lua +++ b/mods/ENTITIES/mcl_falling_nodes/init.lua @@ -124,10 +124,10 @@ minetest.register_entity(":__builtin:falling_node", { local npos2 = table.copy(npos) npos2.y = npos2.y - 2 local lownode = minetest.get_node(npos2) - -- Special check required for fences, because of their overhigh collision box. - if minetest.get_item_group(lownode.name, "fence") == 1 then - -- Instantly stop the node if it is above a fence. This is needed - -- because the falling node collides early with a fence node. + -- Special check required for fences and walls, because of their overhigh collision box. + if minetest.get_item_group(lownode.name, "fence") == 1 or minetest.get_item_group(lownode.name, "wall") == 1 then + -- Instantly stop the node if it is above a fence/wall. This is needed + -- because the falling node collides early with a fence/wall node. -- Hacky, because the falling node will teleport a short distance, instead -- of smoothly fall on the fence post. local npos3 = table.copy(npos)