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				synced 2025-11-04 09:15:29 +01:00 
			
		
		
		
	This unifies the settings APIs. This also unifies the sync and async registration APIs, since the async registration API did not support adding non-functions to the API table.
		
			
				
	
	
		
			230 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			230 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
-- Minetest: builtin/item_entity.lua
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function core.spawn_item(pos, item)
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	-- Take item in any format
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	local stack = ItemStack(item)
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	local obj = core.add_entity(pos, "__builtin:item")
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	-- Don't use obj if it couldn't be added to the map.
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	if obj then
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		obj:get_luaentity():set_item(stack:to_string())
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	end
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	return obj
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end
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-- If item_entity_ttl is not set, enity will have default life time
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-- Setting it to -1 disables the feature
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local time_to_live = tonumber(core.settings:get("item_entity_ttl"))
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if not time_to_live then
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	time_to_live = 900
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end
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core.register_entity(":__builtin:item", {
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	initial_properties = {
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		hp_max = 1,
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		physical = true,
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		collide_with_objects = false,
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		collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
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		visual = "wielditem",
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		visual_size = {x = 0.4, y = 0.4},
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		textures = {""},
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		spritediv = {x = 1, y = 1},
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		initial_sprite_basepos = {x = 0, y = 0},
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		is_visible = false,
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	},
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	itemstring = '',
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	physical_state = true,
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	age = 0,
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	set_item = function(self, itemstring)
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		self.itemstring = itemstring
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		local stack = ItemStack(itemstring)
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		local count = stack:get_count()
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		local max_count = stack:get_stack_max()
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		if count > max_count then
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			count = max_count
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			self.itemstring = stack:get_name().." "..max_count
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		end
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		local s = 0.2 + 0.1 * (count / max_count)
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		local c = s
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		local itemtable = stack:to_table()
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		local itemname = nil
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		if itemtable then
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			itemname = stack:to_table().name
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		end
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		-- Backwards compatibility: old clients use the texture
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		-- to get the type of the item
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		local item_texture = nil
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		local item_type = ""
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		if core.registered_items[itemname] then
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			item_texture = core.registered_items[itemname].inventory_image
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			item_type = core.registered_items[itemname].type
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		end
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		local prop = {
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			is_visible = true,
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			visual = "wielditem",
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			textures = {itemname},
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			visual_size = {x = s, y = s},
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			collisionbox = {-c, -c, -c, c, c, c},
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			automatic_rotate = math.pi * 0.5,
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			wield_item = itemstring,
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		}
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		self.object:set_properties(prop)
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	end,
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	get_staticdata = function(self)
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		return core.serialize({
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			itemstring = self.itemstring,
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			always_collect = self.always_collect,
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			age = self.age,
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			dropped_by = self.dropped_by
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		})
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	end,
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	on_activate = function(self, staticdata, dtime_s)
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		if string.sub(staticdata, 1, string.len("return")) == "return" then
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			local data = core.deserialize(staticdata)
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			if data and type(data) == "table" then
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				self.itemstring = data.itemstring
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				self.always_collect = data.always_collect
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				if data.age then
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					self.age = data.age + dtime_s
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				else
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					self.age = dtime_s
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				end
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				self.dropped_by = data.dropped_by
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			end
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		else
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			self.itemstring = staticdata
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		end
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		self.object:set_armor_groups({immortal = 1})
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		self.object:setvelocity({x = 0, y = 2, z = 0})
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		self.object:setacceleration({x = 0, y = -10, z = 0})
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		self:set_item(self.itemstring)
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	end,
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  -- moves items from this stack to an other stack
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	try_merge_with = function(self, own_stack, object, obj)
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	  -- other item's stack
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		local stack = ItemStack(obj.itemstring)
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		-- only merge if items are the same
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		if own_stack:get_name() == stack:get_name() and
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				own_stack:get_meta() == stack:get_meta() and
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				own_stack:get_wear() == stack:get_wear() and
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				stack:get_free_space() > 0 then
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			local overflow = false
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			local count = stack:get_count() + own_stack:get_count()
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			local max_count = stack:get_stack_max()
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			if count > max_count then
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				overflow = true
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				stack:set_count(max_count)
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				count = count - max_count
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				own_stack:set_count(count)
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			else
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				self.itemstring = ''
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				stack:set_count(count)
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			end
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			local pos = object:getpos()
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			pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
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			object:moveto(pos, false)
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			local s, c
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			if not overflow then
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				obj.itemstring = stack:to_string()
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				s = 0.2 + 0.1 * (count / max_count)
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				c = s
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				object:set_properties({
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					visual_size = {x = s, y = s},
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					collisionbox = {-c, -c, -c, c, c, c},
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					wield_item = obj.itemstring
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				})
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				self.object:remove()
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				-- merging succeeded
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				return true
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			else
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				s = 0.4
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				c = 0.3
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				obj.itemstring = stack:to_string()
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				object:set_properties({
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					visual_size = {x = s, y = s},
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					collisionbox = {-c, -c, -c, c, c, c},
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					wield_item = obj.itemstring
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				})
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				s = 0.2 + 0.1 * (count / max_count)
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				c = s
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				self.itemstring = own_stack:to_string()
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				self.object:set_properties({
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					visual_size = {x = s, y = s},
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					collisionbox = {-c, -c, -c, c, c, c},
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					wield_item = self.itemstring
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				})
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			end
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		end
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		-- merging didn't succeed
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		return false
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	end,
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	on_step = function(self, dtime)
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		self.age = self.age + dtime
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		if time_to_live > 0 and self.age > time_to_live then
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			self.itemstring = ''
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			self.object:remove()
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			return
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		end
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		local p = self.object:getpos()
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		p.y = p.y - 0.5
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		local node = core.get_node_or_nil(p)
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		local in_unloaded = (node == nil)
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		if in_unloaded then
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			-- Don't infinetly fall into unloaded map
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			self.object:setvelocity({x = 0, y = 0, z = 0})
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			self.object:setacceleration({x = 0, y = 0, z = 0})
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			self.physical_state = false
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			self.object:set_properties({physical = false})
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			return
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		end
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		local nn = node.name
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		-- If node is not registered or node is walkably solid and resting on nodebox
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		local v = self.object:getvelocity()
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		if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
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			if self.physical_state then
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				local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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				-- Merge with close entities of the same item
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				for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
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					local obj = object:get_luaentity()
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					if obj and obj.name == "__builtin:item"
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							and obj.physical_state == false then
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						if self:try_merge_with(own_stack, object, obj) then
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							return
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						end
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					end
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				end
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				self.object:setvelocity({x = 0, y = 0, z = 0})
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				self.object:setacceleration({x = 0, y = 0, z = 0})
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				self.physical_state = false
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				self.object:set_properties({physical = false})
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			end
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		else
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			if not self.physical_state then
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				self.object:setvelocity({x = 0, y = 0, z = 0})
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				self.object:setacceleration({x = 0, y = -10, z = 0})
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				self.physical_state = true
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				self.object:set_properties({physical = true})
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			end
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		end
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	end,
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	on_punch = function(self, hitter)
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		local inv = hitter:get_inventory()
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		if inv and self.itemstring ~= '' then
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			local left = inv:add_item("main", self.itemstring)
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			if left and not left:is_empty() then
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				self.itemstring = left:to_string()
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				return
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			end
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		end
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		self.itemstring = ''
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		self.object:remove()
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	end,
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})
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