Fix item entity wiggle on flowing water
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be5d1c08db
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@ -231,6 +231,11 @@ core.register_entity(":__builtin:item", {
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itemstring = '',
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physical_state = true,
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_flowing = false, -- item entity is currently flowing
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-- States:
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-- * "magnet": Attracted to a nearby player or item
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-- * "flowing": Moving in a flowing liquid
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-- * "normal": Affected by gravitiy
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age = 0,
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set_item = function(self, itemstring)
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@ -296,6 +301,7 @@ core.register_entity(":__builtin:item", {
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always_collect = self.always_collect,
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age = self.age,
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_insta_collect = self._insta_collect,
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_flowing = self._flowing,
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})
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end,
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@ -313,7 +319,7 @@ core.register_entity(":__builtin:item", {
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--remember collection data
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-- If true, can collect item without delay
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self._insta_collect = data._insta_collect
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self._flowing = data._flowing
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end
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else
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self.itemstring = staticdata
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@ -322,6 +328,9 @@ core.register_entity(":__builtin:item", {
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-- Intentionally default, since delayed collection is rare
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self._insta_collect = true
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end
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if self._flowing == nil then
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self._flowing = false
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end
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self._magnet_timer = 0
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self._magnet_active = false
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-- How long ago the last possible collector was detected. nil = none in this session
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@ -530,16 +539,20 @@ core.register_entity(":__builtin:item", {
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-- Set new item moving speed into the direciton of the liquid
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local newv = vector.multiply(vec, f)
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self.object:setacceleration({x = 0, y = 0, z = 0})
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-- FIXME: This makes the item wiggle on flowing water
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self.object:setvelocity({x = newv.x, y = -0.22, z = newv.z})
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self.object:setacceleration({x = 0, y = -get_gravity(), z = 0})
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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return
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end
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elseif self._flowing == true then
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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enable_physics(self.object, self)
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return
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end
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-- If node is not registered or node is walkably solid and resting on nodebox
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