forked from Mirrorlandia_minetest/minetest
Fix falling mesh nodes being half size (#11389)
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e912008cb3
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@ -111,14 +111,21 @@ core.register_entity(":__builtin:falling_node", {
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itemstring = core.itemstring_with_palette(itemstring, node.param2)
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end
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-- FIXME: solution needed for paramtype2 == "leveled"
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local s = (def.visual_scale or 1) * SCALE
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if def.drawtype == "mesh" then
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s = s * 0.5
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-- Calculate size of falling node
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local s = {}
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s.x = (def.visual_scale or 1) * SCALE
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s.y = s.x
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s.z = s.x
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-- Compensate for wield_scale
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if def.wield_scale then
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s.x = s.x / def.wield_scale.x
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s.y = s.y / def.wield_scale.y
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s.z = s.z / def.wield_scale.z
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end
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self.object:set_properties({
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is_visible = true,
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wield_item = itemstring,
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visual_size = vector.new(s, s, s),
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visual_size = s,
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glow = def.light_source,
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})
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end
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