forked from minetest-mods/item_drop
Version MFF.
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README.txt
Normal file → Executable file
0
README.txt
Normal file → Executable file
226
init.lua
Normal file → Executable file
226
init.lua
Normal file → Executable file
@ -1,78 +1,125 @@
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minetest.register_globalstep(function(dtime)
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item_drop = {}
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local enable_damage = minetest.setting_getbool("enable_damage")
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local creative_mode = minetest.setting_getbool("creative_mode")
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local TICK_UPDATE = 0.1
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-- Following edits by gravgun
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item_drop.drop_callbacks = {}
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item_drop.pickup_callbacks = {}
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-- on_drop(dropper, drop_entity, itemstack)
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function item_drop.add_drop_callback(on_drop)
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table.insert(item_drop.drop_callbacks, on_drop)
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end
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-- on_pickup(picker, itemstack)
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function item_drop.add_pickup_callback(on_pickup)
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table.insert(item_drop.pickup_callbacks, on_pickup)
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end
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-- Idea is to have a radius pickup range around the player, whatever the height
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-- We need to have a radius that will at least contain 1 node distance at the player's feet
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-- Using simple trigonometry, we get that we need a radius of
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-- sqrt(pickup_range² + player_half_height²)
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local pickup_range = 1.3
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local pickup_range_squared = pickup_range*pickup_range
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local player_half_height = 0.9
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local scan_range = math.sqrt(player_half_height*player_half_height + pickup_range_squared)
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-- Node drops are insta-pickup, everything else (player drops) are not
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local delay_before_playerdrop_pickup = 1
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-- Time in which the node comes to the player
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local pickup_duration = 0.1
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-- Little treshold so the items aren't already on the player's middle
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local pickup_inv_duration = 1/pickup_duration*0.7
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local function tick()
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local tstamp = minetest.get_us_time()
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for _,player in ipairs(minetest.get_connected_players()) do
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if player:get_hp() > 0 or not minetest.setting_getbool("enable_damage") then
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if player:get_hp() > 0 or not enable_damage then
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local pos = player:getpos()
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pos.y = pos.y+0.5
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pos.y = pos.y + player_half_height
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local inv = player:get_inventory()
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for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 1)) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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if object:get_luaentity().itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {
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to_player = player:get_player_name(),
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gain = 0.4,
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})
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end
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object:get_luaentity().itemstring = ""
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object:remove()
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end
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end
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end
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for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 2)) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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if object:get_luaentity().collect then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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local pos1 = pos
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pos1.y = pos1.y+0.2
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if inv then
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, scan_range)) do
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local luaEnt = object:get_luaentity()
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if luaEnt and luaEnt.name == "__builtin:item" then
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local ticky = luaEnt.item_drop_min_tstamp
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if ticky then
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if tstamp >= ticky then
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luaEnt.item_drop_min_tstamp = nil
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end
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elseif not luaEnt.item_drop_nopickup then
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-- Point-line distance computation, heavily simplified since the wanted line,
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-- being the player, is completely upright (no variation on X or Z)
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local pos2 = object:getpos()
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local vec = {x=pos1.x-pos2.x, y=pos1.y-pos2.y, z=pos1.z-pos2.z}
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vec.x = vec.x*3
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vec.y = vec.y*3
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vec.z = vec.z*3
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object:setvelocity(vec)
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object:get_luaentity().physical_state = false
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object:get_luaentity().object:set_properties({
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physical = false
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})
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minetest.after(1, function(args)
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local lua = object:get_luaentity()
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if object == nil or lua == nil or lua.itemstring == nil then
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return
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end
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if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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if object:get_luaentity().itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {
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to_player = player:get_player_name(),
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gain = 0.4,
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})
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end
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object:get_luaentity().itemstring = ""
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object:remove()
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else
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object:setvelocity({x=0,y=0,z=0})
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object:get_luaentity().physical_state = true
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object:get_luaentity().object:set_properties({
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physical = true
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-- No sqrt, avoid useless computation
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-- (just take the radius, compare it to the square of what you want)
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-- Pos order doesn't really matter, we're squaring the result
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-- (but don't change it, we use the cached values afterwards)
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local dX = pos.x-pos2.x
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local dZ = pos.z-pos2.z
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local playerDistance = dX*dX+dZ*dZ
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if playerDistance <= pickup_range_squared then
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local itemStack = ItemStack(luaEnt.itemstring)
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if inv:room_for_item("main", itemStack) then
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local vec = {x=dX, y=pos.y-pos2.y, z=dZ}
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vec.x = vec.x*pickup_inv_duration
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vec.y = vec.y*pickup_inv_duration
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vec.z = vec.z*pickup_inv_duration
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object:setvelocity(vec)
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luaEnt.physical_state = false
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luaEnt.object:set_properties({
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physical = false
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})
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-- Mark the object as already picking up
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luaEnt.item_drop_nopickup = true
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minetest.after(pickup_duration, function()
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local lua = luaEnt
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if object == nil or lua == nil or lua.itemstring == nil then
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return
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end
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if inv:room_for_item("main", itemStack) then
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inv:add_item("main", itemStack)
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if luaEnt.itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.3, max_hear_distance = 8})
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end
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luaEnt.itemstring = ""
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object:remove()
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for i, cb in ipairs(item_drop.pickup_callbacks) do
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cb(player, itemstack)
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end
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else
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object:setvelocity({x = 0,y = 0,z = 0})
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luaEnt.physical_state = true
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luaEnt.object:set_properties({
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physical = true
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})
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luaEnt.item_drop_nopickup = nil
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end
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end)
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end
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end, {player, object})
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end
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end
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end
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end
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end
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end
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end
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end)
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minetest.after(TICK_UPDATE, tick)
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end
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local mt_handle_node_drops = minetest.handle_node_drops
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function minetest.handle_node_drops(pos, drops, digger)
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if digger and digger.is_fake_player then -- Pipeworks' wielders
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mt_handle_node_drops(pos, drops, digger)
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return
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end
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local inv
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if minetest.setting_getbool("creative_mode") and digger and digger:is_player() then
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if creative_mode and digger and digger:is_player() then
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inv = digger:get_inventory()
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end
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for _,item in ipairs(drops) do
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@ -86,31 +133,52 @@ function minetest.handle_node_drops(pos, drops, digger)
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end
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if not inv or not inv:contains_item("main", ItemStack(name)) then
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for i=1,count do
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local obj = minetest.env:add_item(pos, name)
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local obj
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local x = math.random(1, 5)
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if math.random(1,2) == 1 then x = -x end
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local z = math.random(1, 5)
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if math.random(1,2) == 1 then z = -z end
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obj = minetest.spawn_item(pos, name)
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if obj ~= nil then
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obj:get_luaentity().collect = true
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local x = math.random(1, 5)
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if math.random(1,2) == 1 then
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x = -x
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end
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local z = math.random(1, 5)
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if math.random(1,2) == 1 then
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z = -z
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end
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obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
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-- FIXME this doesnt work for deactiveted objects
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if minetest.setting_get("remove_items") and tonumber(minetest.setting_get("remove_items")) then
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minetest.after(tonumber(minetest.setting_get("remove_items")), function(obj)
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obj:remove()
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end, obj)
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end
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end
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end
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end
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end
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end
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if minetest.setting_get("log_mods") then
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minetest.log("action", "item_drop loaded")
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local mt_item_drop = minetest.item_drop
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function minetest.item_drop(itemstack, dropper, pos)
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if dropper and dropper.is_player then
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local v = dropper:get_look_dir()
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local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
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local cs = itemstack:get_count()
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if dropper:get_player_control().sneak then
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cs = 1
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end
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local item = itemstack:take_item(cs)
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local obj = core.add_item(p, item)
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if obj then
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v.x = v.x*2
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v.y = v.y*2 + 2
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v.z = v.z*2
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obj:setvelocity(v)
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obj:get_luaentity().item_drop_min_tstamp = minetest.get_us_time() + delay_before_playerdrop_pickup * 1000000
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for i, cb in ipairs(item_drop.drop_callbacks) do
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cb(dropper, obj, itemstack)
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end
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end
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else
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core.add_item(pos, itemstack)
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end
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return itemstack
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end
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if minetest.setting_getbool("log_mods") then
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minetest.log("action", "[item_drop] item_drop overriden: " .. tostring(mt_item_drop) .. " " .. tostring(minetest.item_drop))
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minetest.log("action", "[item_drop] loaded.")
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end
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tick()
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BIN
sounds/item_drop_pickup.1.ogg
Normal file → Executable file
BIN
sounds/item_drop_pickup.1.ogg
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BIN
sounds/item_drop_pickup.2.ogg
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sounds/item_drop_pickup.2.ogg
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sounds/item_drop_pickup.3.ogg
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sounds/item_drop_pickup.3.ogg
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sounds/item_drop_pickup.4.ogg
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sounds/item_drop_pickup.4.ogg
Normal file → Executable file
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