local tsf = entity.transform local body = entity.rigidbody local rig = entity.modeltree inair = true ready = false local dropitem = ARGS.item do -- setup visuals local rotation = mat4.rotate({0, 1, 0}, math.random() * 360) mat4.rotate(rotation, {1, 0, 0}, math.random() * 360, rotation) mat4.rotate(rotation, {0, 0, 1}, math.random() * 360, rotation) rig:set_matrix(0, rotation) local icon = item.icon(dropitem.id) if icon:find("^block%-previews%:") then local bid = block.index(icon:sub(16)) if block.get_model(bid) == "X" then entity:set_rig("drop-item") body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0})) rig:set_texture("$0", icon) else local textures = block.get_textures(bid) for i,t in ipairs(textures) do rig:set_texture("$"..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 end function on_grounded(force) rig:set_matrix(0, mat4.rotate({0, 1, 0}, math.random()*360)) inair = false ready = true end function on_fall() inair = true end function on_trigger_enter(index, oid) if ready and oid == 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 end function on_update() if inair then local dt = time.delta(); local matrix = rig:get_matrix(0) mat4.rotate(matrix, {0, 1, 0}, 240*dt, matrix) mat4.rotate(matrix, {0, 0, 1}, 240*dt, matrix) rig:set_matrix(0, matrix) end end