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				https://github.com/luanti-org/minetest_game.git
				synced 2025-11-04 09:15:29 +01:00 
			
		
		
		
	fixes as per code review completed
This commit is contained in:
		@@ -85,11 +85,11 @@ e.g. `table.insert(bones.player_inventory_lists, "backpack")`
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Additionally, callbacks can be registered to transfer items into the bones on death:
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`bones.public.register_transfer_inventory_to_bones_on_player_death(function(player){})`
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`bones.register_dead_player_inv_management(function(player,callback){})`
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In the above functions this routine should be used to add itmes to the bones inventory:
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In the above functions the provided callback should be used to add items to the bones inventory:
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`bones.public.transfer_stack_to_bones(stack)`
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`callback(stack)`
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please note that the inventory these items were taken from still need to be disposed of.
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@@ -5,22 +5,11 @@
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-- Load support for MT game translation.
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local S = minetest.get_translator("bones")
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-- bones are supposed to hold up to 4*8+6+4*3*8+4+3*3 item slots:
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-- 4*8 for the main inventory
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-- 6 for the 3d_armor
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-- (at most) 4*3*8 for 4 backpack worth of items (unified inventory)
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-- 4 more for the actual backpacks
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-- 3*3 more for the crafting grid
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-- that adds up to 147, so 150 slots would be sufficient
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local cols=15
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local rows=10
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bones = {
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	private={
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		dead_player_callbacks={}
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	},
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	public={}
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}
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local theoretical_max_slots = minetest.settings:get("bones_max_slots") or ( 15 * 10 )
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local dead_player_callbacks={}
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bones = {}
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local function is_owner(pos, name)
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	local owner = minetest.get_meta(pos):get_string("owner")
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@@ -30,14 +19,29 @@ local function is_owner(pos, name)
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	return false
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end
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local bones_formspec =
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	"size["..cols..","..(rows+5).."]" ..
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	"list[current_name;main;0,0.3;"..cols..","..rows..";]" ..
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	"list[current_player;main;"..((cols-8)/2)..","..rows..".85;8,1;]" ..
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	"list[current_player;main;"..((cols-8)/2)..","..(rows+2)..".08;8,3;8]" ..
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	"listring[current_name;main]" ..
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	"listring[current_player;main]" ..
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	default.get_hotbar_bg(0,4.85)
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local function get_bones_formspec_wh(cols,rows)
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	return
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		"size[" .. cols .. "," .. ( rows + 5 ) .. "]" ..
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		"list[current_name;main;0,0.3;" .. cols .. "," .. rows .. ";]" ..
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		"list[current_player;main;" .. ( ( cols - 8 ) / 2 ) .. "," .. rows .. ".85;8,1;]" ..
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		"list[current_player;main;".. ( ( cols - 8 ) / 2 ) .. "," .. ( rows + 2 ) .. ".08;8,3;8]" ..
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		"listring[current_name;main]" ..
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		"listring[current_player;main]" ..
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		default.get_hotbar_bg(0,4.85)
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end
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local function get_bones_formspec_for_size(numitems)
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	--the absolute minimum is 4*8
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	if numitems <= 4 * 8 then
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		return get_bones_formspec_wh(8, 4)
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	end
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	--if we're over 4*8, but below 4*15 we make it 4 rows and adjust the column count to make everything fit
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	if numitems <= 4 * 15 then
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		return get_bones_formspec_wh( math.floor ( ( numitems + 3 ) / 4 ), 4)
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	end
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	--if we're over 4*15 we'll make 15 columns and adjust the row count to make everything fit
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	return get_bones_formspec_wh(15, math.floor ( ( numitems + 14 ) / 15 ) )
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end
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local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200
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local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
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@@ -199,66 +203,58 @@ end
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local player_inventory_lists = { "main", "craft" }
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bones.player_inventory_lists = player_inventory_lists
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local function is_all_empty(player_inv)
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	for _, list_name in ipairs(player_inventory_lists) do
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		if not player_inv:is_empty(list_name) then
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			return false
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		end
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	end
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	return true
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end
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--functions registered this way won't becalled if bones_mode is keep
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function bones.public.register_transfer_inventory_to_bones_on_player_death(func)
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	bones.private.dead_player_callbacks[#(bones.private.dead_player_callbacks)]=func
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function bones.register_dead_player_inv_management(func)
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	table.insert(dead_player_callbacks, func)
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end
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--drop or put into bones based on config and free slots in the bones
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--supposed to be called from functions registered to bones.public.register_transfer_inventory_to_bones_on_player_death
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function bones.public.transfer_stack_to_bones(stk)
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local function transfer_stack_to_bones(stk,current_dead_player)
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	-- check if it's possible to place bones, if not find space near player
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	if ( ( bones.private.current_dead_player.bones_mode == "bones" ) and ( bones.private.current_dead_player.bones_pos == nil ) ) then
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		bones.private.current_dead_player.bones_pos = bones.private.current_dead_player.player_pos
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	if ( current_dead_player.bones_mode == "bones" ) and
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			( current_dead_player.bones_pos == nil ) then
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		current_dead_player.bones_pos = current_dead_player.player_pos
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		local air
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		if ( may_replace(bones.private.current_dead_player.bones_pos, bones.private.current_dead_player.player) ) then
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			air = bones.private.current_dead_player.bones_pos
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		if may_replace(current_dead_player.bones_pos, current_dead_player.player) then
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			air = current_dead_player.bones_pos
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		else
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			air = minetest.find_node_near(bones.private.current_dead_player.bones_pos, 1, {"air"})
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			air = minetest.find_node_near(current_dead_player.bones_pos, 1, {"air"})
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		end
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		if air and not minetest.is_protected(air, bones.private.current_dead_player.player_name) then
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			bones.private.current_dead_player.bones_pos = air
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			local param2 = minetest.dir_to_facedir(bones.private.current_dead_player.player:get_look_dir())
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			minetest.set_node(bones.private.current_dead_player.bones_pos, {name = "bones:bones", param2 = param2})
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			local meta = minetest.get_meta(bones.private.current_dead_player.bones_pos)
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			bones.private.current_dead_player.bones_inv = meta:get_inventory()
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			bones.private.current_dead_player.bones_inv:set_size("main", cols * rows)
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		if air and not minetest.is_protected(air, current_dead_player.player_name) then
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			current_dead_player.bones_pos = air
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			local param2 = minetest.dir_to_facedir(current_dead_player.player:get_look_dir())
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			minetest.set_node(current_dead_player.bones_pos, {name = "bones:bones", param2 = param2})
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			local meta = minetest.get_meta(current_dead_player.bones_pos)
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			current_dead_player.bones_inv = meta:get_inventory()
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			--make it so big that anything reasonable will for sure fit inside
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			current_dead_player.bones_inv:set_size("main", theoretical_max_slots)
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		else
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			bones.private.current_dead_player.bones_mode = "drop"
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			bones.private.current_dead_player.bones_pos = nil
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			current_dead_player.bones_mode = "drop"
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			current_dead_player.bones_pos = nil
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		end
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	end
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	if ( ( bones.private.current_dead_player.bones_mode == "bones" ) and ( bones.private.current_dead_player.bones_inv:room_for_item("main", stk) ) ) then
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		bones.private.current_dead_player.bones_inv:add_item("main", stk)
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	if ( current_dead_player.bones_mode == "bones" ) and
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			( current_dead_player.bones_inv:room_for_item("main", stk) ) then
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		current_dead_player.bones_inv:add_item("main", stk)
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	else
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		drop(bones.private.current_dead_player.player_pos, stk)
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		bones.private.current_dead_player.dropped=true
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		drop(current_dead_player.player_pos, stk)
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		current_dead_player.dropped=true
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	end
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end
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local function player_dies_transfer_inventory(player)
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local function player_dies_transfer_inventory(player,transfer_stack)
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	local player_inv = player:get_inventory()
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	for _, list_name in ipairs(player_inventory_lists) do
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		for i = 1, player_inv:get_size(list_name) do
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			local stack = player_inv:get_stack(list_name, i)
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			bones.public.transfer_stack_to_bones(stack)
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			transfer_stack(stack)
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		end
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		player_inv:set_list(list_name, {})
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	end
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end
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bones.public.register_transfer_inventory_to_bones_on_player_death(player_dies_transfer_inventory)
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bones.register_dead_player_inv_management(player_dies_transfer_inventory)
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minetest.register_on_dieplayer(function(player)
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	local pos = vector.round(player:get_pos())
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@@ -267,7 +263,8 @@ minetest.register_on_dieplayer(function(player)
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		bones_mode = "bones"
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	end
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	local player_name = player:get_player_name()
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	bones.private.current_dead_player={player=player, player_name=player_name, bones_inv=nil, bones_pos=nil, bones_mode=bones_mode, player_pos=pos, dropped=false}
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	local current_dead_player={player=player, player_name=player_name, bones_inv=nil, bones_pos=nil,
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		bones_mode=bones_mode, player_pos=pos, dropped=false}
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	local bones_position_message = minetest.settings:get_bool("bones_position_message") == true
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	local pos_string = minetest.pos_to_string(pos)
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@@ -282,58 +279,73 @@ minetest.register_on_dieplayer(function(player)
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		return
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	end
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	for i=0,#bones.private.dead_player_callbacks do
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		local fun=bones.private.dead_player_callbacks[i]
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		fun(player)
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	local callback=function(stk)
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		transfer_stack_to_bones(stk,current_dead_player)
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	end
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	local bones_conclusion=""
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	local public_conclusion=""
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	for i=1,#dead_player_callbacks do
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		local fun=dead_player_callbacks[i]
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		fun(player,callback)
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	end
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	if(not(bones.private.current_dead_player.bones_pos))then
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		drop(bones.private.current_dead_player.player_pos, ItemStack("bones:bones"))
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		if(not(bones.private.current_dead_player.dropped))then
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	local bones_conclusion
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	if not ( current_dead_player.bones_pos ) then
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		drop(current_dead_player.player_pos, ItemStack("bones:bones"))
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		if not ( current_dead_player.dropped ) then
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			bones_conclusion="No bones placed"
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			if bones_position_message then
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				minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
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			end
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		else
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			bones_conclusion="Inventory dropped"
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			public_conclusion="dropped their inventory"
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			if bones_position_message then
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				minetest.chat_send_player(player_name, S("@1 died at @2, and dropped their inventory.", player_name, pos_string, public_conclusion))
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			end
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		end
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	else
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		if(not(bones.private.current_dead_player.dropped))then
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		if not ( current_dead_player.dropped ) then
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			bones_conclusion="Bones placed"
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			public_conclusion="bones were placed"
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			if bones_position_message then
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				minetest.chat_send_player(player_name, S("@1 died at @2, and bones were placed.", player_name, pos_string, public_conclusion))
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			end
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		else
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			bones_conclusion="Inventory partially dropped"
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			public_conclusion="partially dropped their inventory"
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			if bones_position_message then
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				minetest.chat_send_player(player_name, S("@1 died at @2, and partially dropped their inventory.", player_name, pos_string, public_conclusion))
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			end
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		end
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	end
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	minetest.log("action", player_name .. " dies at " .. pos_string ..
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		". " .. bones_conclusion)
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	if bones_position_message then
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		if(public_conclusion~="")then
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			public_conclusion=", and "..public_conclusion
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	local inv = current_dead_player.bones_inv
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	local inv_size = theoretical_max_slots
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	if inv then
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		for i = 1, theoretical_max_slots do
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			local stack = inv:get_stack("main", i)
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			if stack:get_count() == 0 then
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				inv_size = i - 1
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				break
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			end
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		end
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		minetest.chat_send_player(player_name, S("@1 died at @2@3.", player_name, pos_string, public_conclusion))
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	end
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		local meta = minetest.get_meta(current_dead_player.bones_pos)
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		meta:set_string("formspec", get_bones_formspec_for_size(inv_size))
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		meta:set_string("owner", player_name)
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	local meta = minetest.get_meta(bones.private.current_dead_player.bones_pos)
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	meta:set_string("formspec", bones_formspec)
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	meta:set_string("owner", player_name)
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		if share_bones_time ~= 0 then
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			meta:set_string("infotext", S("@1's fresh bones", player_name))
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	if share_bones_time ~= 0 then
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		meta:set_string("infotext", S("@1's fresh bones", player_name))
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			if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
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				meta:set_int("time", 0)
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			else
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				meta:set_int("time", (share_bones_time - share_bones_time_early))
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			end
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		if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
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			meta:set_int("time", 0)
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			minetest.get_node_timer(pos):start(10)
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		else
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			meta:set_int("time", (share_bones_time - share_bones_time_early))
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			meta:set_string("infotext", S("@1's bones", player_name))
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		end
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		minetest.get_node_timer(pos):start(10)
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	else
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		meta:set_string("infotext", S("@1's bones", player_name))
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	end
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	bones.private.current_dead_player=nil
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end)
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