2024-07-03 03:33:39 +03:00

44 lines
1.2 KiB
Lua

local tsf = entity.transform
local body = entity.rigidbody
local rig = entity.modeltree
inair = true
ready = false
local dropitem = ARGS.item
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)
rig:set_texture("$0", icon:gsub("block%-previews", "blocks"):gsub("base%:", ""))
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