Make item entities a bit more efficient

This commit is contained in:
Oil_boi 2019-03-26 10:23:52 +01:00 committed by Wuzzy
parent 719f7b5b77
commit ba97dfd02f

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@ -88,6 +88,15 @@ minetest.register_globalstep(function(dtime)
-- Magnet
else
--move this to the front so players can see animation before collection
if not collected then
if object:get_luaentity()._magnet_timer > 1 then
object:get_luaentity()._magnet_timer = -item_drop_settings.magnet_time
object:get_luaentity()._magnet_active = false
elseif object:get_luaentity()._magnet_timer < 0 then
object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
end
end
object:get_luaentity()._magnet_active = true
object:get_luaentity()._collector_timer = 0
@ -95,11 +104,7 @@ minetest.register_globalstep(function(dtime)
-- Move object to player
disable_physics(object, object:get_luaentity())
local opos = object:get_pos()
local vec = vector.subtract(checkpos, opos)
vec = vector.add(opos, vector.divide(vec, 2))
object:move_to(vec)
object:move_to(checkpos)
--fix eternally falling items
minetest.after(0, function(object)
@ -143,15 +148,6 @@ minetest.register_globalstep(function(dtime)
end
end
if not collected then
if object:get_luaentity()._magnet_timer > 1 then
object:get_luaentity()._magnet_timer = -item_drop_settings.magnet_time
object:get_luaentity()._magnet_active = false
elseif object:get_luaentity()._magnet_timer < 0 then
object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
end
end
end
end