make items float in water sources
This commit is contained in:
parent
69d1c26a15
commit
9daac0aff1
|
@ -666,6 +666,7 @@ minetest.register_entity(":__builtin:item", {
|
||||||
|
|
||||||
-- Destroy item in lava, fire or special nodes
|
-- Destroy item in lava, fire or special nodes
|
||||||
local nn = node.name
|
local nn = node.name
|
||||||
|
local is_in_water = (minetest.get_item_group(nn, "water") ~= 0)
|
||||||
local def = minetest.registered_nodes[nn]
|
local def = minetest.registered_nodes[nn]
|
||||||
local lg = minetest.get_item_group(nn, "lava")
|
local lg = minetest.get_item_group(nn, "lava")
|
||||||
local fg = minetest.get_item_group(nn, "fire")
|
local fg = minetest.get_item_group(nn, "fire")
|
||||||
|
@ -695,7 +696,7 @@ minetest.register_entity(":__builtin:item", {
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Push item out when stuck inside solid opaque node
|
-- Push item out when stuck inside solid opaque node
|
||||||
if def and def.walkable and def.groups and def.groups.opaque == 1 then
|
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
|
||||||
local shootdir
|
local shootdir
|
||||||
local cx = (p.x % 1) - 0.5
|
local cx = (p.x % 1) - 0.5
|
||||||
local cz = (p.z % 1) - 0.5
|
local cz = (p.z % 1) - 0.5
|
||||||
|
@ -775,8 +776,10 @@ minetest.register_entity(":__builtin:item", {
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local is_floating_on_water = false
|
||||||
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
|
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
|
||||||
if def and def.liquidtype == "flowing" or def.liquidtype == "source" then
|
if def and (def.liquidtype == "flowing" or def.liquidtype == "source") then
|
||||||
|
self._flowing = true
|
||||||
|
|
||||||
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
||||||
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
||||||
|
@ -798,10 +801,27 @@ minetest.register_entity(":__builtin:item", {
|
||||||
})
|
})
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
elseif self._flowing == true then
|
if is_in_water and def.liquidtype == "source" then
|
||||||
|
local cur_vec = self.object:get_velocity()
|
||||||
|
-- apply some acceleration in the opposite direction so it doesn't slide forever
|
||||||
|
local vec = {
|
||||||
|
x = 0 -cur_vec.x*0.9,
|
||||||
|
y = 3 -cur_vec.y*0.9,
|
||||||
|
z = 0 -cur_vec.z*0.9}
|
||||||
|
self.object:set_acceleration(vec)
|
||||||
|
if self.physical_state ~= false or self._flowing ~= true then
|
||||||
|
self.physical_state = true
|
||||||
|
self._flowing = true
|
||||||
|
self.object:set_properties({
|
||||||
|
physical = true
|
||||||
|
})
|
||||||
|
end
|
||||||
|
end
|
||||||
|
elseif self._flowing == true and not is_in_water then
|
||||||
-- Disable flowing physics if not on/in flowing liquid
|
-- Disable flowing physics if not on/in flowing liquid
|
||||||
self._flowing = false
|
self._flowing = false
|
||||||
enable_physics(self.object, self, true)
|
local pos = self.object:get_pos()
|
||||||
|
disable_physics(self.object, self, false, false)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -822,7 +842,9 @@ minetest.register_entity(":__builtin:item", {
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
disable_physics(self.object, self)
|
if not is_in_water then
|
||||||
|
disable_physics(self.object, self)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if self._magnet_active == false then
|
if self._magnet_active == false then
|
||||||
|
|
Loading…
Reference in New Issue
Block a user