diff --git a/builtin/game/item_entity.lua b/builtin/game/item_entity.lua index 3c058c48d..53f98a7c7 100644 --- a/builtin/game/item_entity.lua +++ b/builtin/game/item_entity.lua @@ -59,17 +59,20 @@ core.register_entity(":__builtin:item", { math.floor(def.light_source / 2 + 0.5) local size_bias = 1e-3 * math.random() -- small random bias to counter Z-fighting + local c = {-size, -size, -size, size, size, size} self.object:set_properties({ is_visible = true, visual = "wielditem", textures = {itemname}, visual_size = {x = size + size_bias, y = size + size_bias}, - collisionbox = {-size, -size, -size, size, size, size}, + collisionbox = c, automatic_rotate = math.pi * 0.5 * 0.2 / size, wield_item = self.itemstring, glow = glow, }) + -- cache for usage in on_step + self._collisionbox = c end, get_staticdata = function(self) @@ -94,6 +97,7 @@ core.register_entity(":__builtin:item", { self.object:set_armor_groups({immortal = 1}) self.object:set_velocity({x = 0, y = 2, z = 0}) self.object:set_acceleration({x = 0, y = -gravity, z = 0}) + self._collisionbox = self.initial_properties.collisionbox self:set_item() end, @@ -164,7 +168,7 @@ core.register_entity(":__builtin:item", { local pos = self.object:get_pos() local node = core.get_node_or_nil({ x = pos.x, - y = pos.y + self.object:get_properties().collisionbox[2] - 0.05, + y = pos.y + self._collisionbox[2] - 0.05, z = pos.z }) -- Delete in 'ignore' nodes @@ -177,7 +181,7 @@ core.register_entity(":__builtin:item", { if self.force_out then -- This code runs after the entity got a push from the is_stuck code. -- It makes sure the entity is entirely outside the solid node - local c = self.object:get_properties().collisionbox + local c = self._collisionbox local s = self.force_out_start local f = self.force_out local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or