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Fix dropped item look (#6370)
* Abort set_item when it does nothing * Do not adjust dropped item size linearly Instead use cube root because the item count is proportional to the volume, not to the length. * Make the item rotate slower when it's bigger Bigger items chafe more on the ground, so they can't rotate as fast as small ones * Fix items flying in air
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@ -37,32 +37,35 @@ core.register_entity(":__builtin:item", {
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slippery_state = false,
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age = 0,
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set_item = function(self, itemstring)
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local stack = ItemStack(itemstring or self.itemstring)
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set_item = function(self, item)
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local stack = ItemStack(item or self.itemstring)
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self.itemstring = stack:to_string()
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if self.itemstring == "" then
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-- item not yet known
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return
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end
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-- Backwards compatibility: old clients use the texture
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-- to get the type of the item
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local itemname = stack:get_name()
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local itemname = stack:is_known() and stack:get_name() or "unknown"
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local max_count = stack:get_stack_max()
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local count = math.min(stack:get_count(), max_count)
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local size = 0.2 + 0.1 * (count / max_count)
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if not stack:is_known() then
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itemname = "unknown"
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end
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local size = 0.2 + 0.1 * (count / max_count) ^ (1 / 3)
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local coll_height = size * 0.75
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self.object:set_properties({
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is_visible = true,
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visual = "wielditem",
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textures = {itemname},
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visual_size = {x = size, y = size},
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collisionbox = {-size, -size, -size, size, size, size},
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automatic_rotate = math.pi * 0.5,
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collisionbox = {-size, -coll_height, -size,
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size, coll_height, size},
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selectionbox = {-size, -size, -size, size, size, size},
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automatic_rotate = math.pi * 0.5 * 0.2 / size,
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wield_item = self.itemstring,
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})
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end,
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get_staticdata = function(self)
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@ -154,7 +157,7 @@ core.register_entity(":__builtin:item", {
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is_slippery = slippery ~= 0
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if is_slippery then
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is_physical = true
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-- Horizontal deceleration
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local slip_factor = 4.0 / (slippery + 4)
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self.object:set_acceleration({
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