local tsf = entity.transform local body = entity.rigidbody local rig = entity.modeltree inair = true ready = false target = -1 local dropitem = ARGS.item local scale = {1, 1, 1} local rotation = mat4.rotate({ math.random(), math.random(), math.random() }, 360) do -- setup visuals local matrix = mat4.idt() local icon = item.icon(dropitem.id) if icon:find("^block%-previews%:") then local bid = block.index(icon:sub(16)) model = block.get_model(bid) if model == "X" then entity:set_rig("drop-item") body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0})) rig:set_texture("$0", icon) else if model == "aabb" then local rot = block.get_rotation_profile(bid) == "pipe" and 4 or 0 scale = block.get_hitbox(bid, rot)[2] body:set_size(vec3.mul(body:get_size(), {1.0, 0.7, 1.0})) vec3.mul(scale, 1.5, scale) end local textures = block.get_textures(bid) for i,t in ipairs(textures) do rig:set_texture("$"..tostring(i-1), "blocks:"..textures[i]) end end else entity:set_rig("drop-item") body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0})) rig:set_texture("$0", icon) end mat4.mul(matrix, rotation, matrix) mat4.scale(matrix, scale, matrix) rig:set_matrix(0, matrix) end function on_grounded(force) local matrix = mat4.idt() mat4.rotate(matrix, {0, 1, 0}, math.random()*360, matrix) if model == "aabb" then mat4.rotate(matrix, {1, 0, 0}, 90, matrix) end mat4.scale(matrix, scale, matrix) rig:set_matrix(0, matrix) inair = false ready = true end function on_fall() inair = true end function on_trigger_enter(index, oid) if ready and oid == 0 and index == 0 then entity:despawn() inventory.add(player.get_inventory(oid), dropitem.id, dropitem.count) audio.play_sound_2d("events/pickup", 0.5, 0.8+math.random()*0.4, "regular") end if index == 1 and ready and oid == 0 then target = oid end end function on_trigger_exit(index, oid) if oid == target and index == 1 then target = -1 end end function on_update() if inair then local dt = time.delta(); mat4.rotate(rotation, {0, 1, 0}, 240*dt, rotation) mat4.rotate(rotation, {0, 0, 1}, 240*dt, rotation) local matrix = mat4.idt() mat4.mul(matrix, rotation, matrix) mat4.scale(matrix, scale, matrix) rig:set_matrix(0, matrix) end if target ~= -1 then local dir = vec3.sub({player.get_pos(target)}, tsf:get_pos()) vec3.normalize(dir, dir) vec3.mul(dir, 10.0, dir) body:set_vel(dir) end end