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Use round if falling node is misplaced
Fixes: http://i.imgur.com/arAWw1i.png (middle-right)
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@ -43,7 +43,6 @@ core.register_entity(":__builtin:falling_node", {
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on_activate = function(self, staticdata)
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal=1})
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self.object:set_armor_groups({immortal=1})
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--self.object:setacceleration({x=0, y=-10, z=0})
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self:set_node({name=staticdata})
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self:set_node({name=staticdata})
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end,
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end,
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@ -102,8 +101,12 @@ core.register_entity(":__builtin:falling_node", {
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core.add_node(np, self.node)
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core.add_node(np, self.node)
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self.object:remove()
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self.object:remove()
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nodeupdate(np)
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nodeupdate(np)
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else
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return
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-- Do nothing
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end
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local vel = self.object:getvelocity()
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if vector.equals(vel, {x=0,y=0,z=0}) then
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local npos = self.object:getpos()
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self.object:setpos(vector.round(npos))
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end
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end
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end
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end
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})
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})
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@ -175,7 +178,7 @@ function nodeupdate_single(p, delay)
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if delay then
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if delay then
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core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
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core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
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else
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else
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n.level = core.env:get_node_level(p)
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n.level = core.get_node_level(p)
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core.remove_node(p)
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core.remove_node(p)
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spawn_falling_node(p, n)
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spawn_falling_node(p, n)
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nodeupdate(p)
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nodeupdate(p)
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