Random Lua tweaks/fixes
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@ -715,12 +715,12 @@ function register_falling_node(nodename, texture)
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-- Set gravity
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self.object:setacceleration({x=0, y=-10, z=0})
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-- Turn to actual sand when collides to ground or just move
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pos = self.object:getpos()
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bcp = {x=pos.x, y=pos.y-0.6, z=pos.z} -- Position of bottom center point
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bcn = minetest.env:get_node(bcp)
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local pos = self.object:getpos()
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local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point
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local bcn = minetest.env:get_node(bcp)
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if bcn.name ~= "air" then
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-- Turn to a sand node
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np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
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local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
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minetest.env:add_node(np, {name=nodename})
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self.object:remove()
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else
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@ -154,14 +154,17 @@ static void pushpos(lua_State *L, v3s16 p)
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static v3s16 readpos(lua_State *L, int index)
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{
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v3s16 p;
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// Correct rounding at <0
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v3f pf = readFloatPos(L, index);
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return floatToInt(pf, BS);
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/*v3s16 p;
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lua_getfield(L, index, "x");
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p.X = lua_tonumber(L, -1);
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lua_getfield(L, index, "y");
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p.Y = lua_tonumber(L, -1);
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lua_getfield(L, index, "z");
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p.Z = lua_tonumber(L, -1);
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return p;
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return p;*/
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}
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static void pushnode(lua_State *L, const MapNode &n, INodeDefManager *ndef)
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