inair = true function on_grounded(force) entity.transform:set_rot(mat4.rotate({0, 1, 0}, math.random()*360)) inair = false end function on_fall() inair = true end function on_update() local tsf = entity.transform local body = entity.rigidbody if inair then tsf:set_rot(mat4.rotate(tsf:get_rot(), {0, 1, 0}, math.random()*12)) tsf:set_rot(mat4.rotate(tsf:get_rot(), {0, 0, 1}, math.random()*12)) end local dir = vec3.sub({player.get_pos(hud.get_player())}, tsf:get_pos()) vec3.normalize(dir, dir) vec3.mul(dir, time.delta()*50.0, dir) --body:set_vel(vec3.add(rigidbody:get_vel(), dir)) end