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Fix deprecated get_player_velocity and set_physics_override calls (#2770)
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@ -75,7 +75,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
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player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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player:set_look_horizontal(math.random(1, 180) / 100)
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player:set_look_horizontal(math.random(1, 180) / 100)
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player_api.player_attached[name] = false
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player_api.player_attached[name] = false
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player:set_physics_override(1, 1, 1)
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player:set_physics_override({speed = 1, jump = 1, gravity = 1})
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hud_flags.wielditem = true
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hud_flags.wielditem = true
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player_api.set_animation(player, "stand" , 30)
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player_api.set_animation(player, "stand" , 30)
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@ -91,7 +91,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
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end
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end
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-- Check if player is moving
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-- Check if player is moving
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if vector.length(player:get_player_velocity()) > 0.001 then
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if vector.length(player:get_velocity()) > 0.001 then
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minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
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minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
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return false
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return false
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end
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end
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@ -112,7 +112,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
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y = bed_pos.y + 0.07,
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y = bed_pos.y + 0.07,
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z = bed_pos.z + dir.z / 2
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z = bed_pos.z + dir.z / 2
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}
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}
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player:set_physics_override(0, 0, 0)
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player:set_physics_override({speed = 0, jump = 0, gravity = 0})
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player:set_pos(p)
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player:set_pos(p)
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player_api.player_attached[name] = true
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player_api.player_attached[name] = true
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hud_flags.wielditem = false
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hud_flags.wielditem = false
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@ -284,4 +284,3 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
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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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@ -165,7 +165,7 @@ local function entity_physics(pos, radius, drops)
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if obj:is_player() then
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if obj:is_player() then
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local dir = vector.normalize(vector.subtract(obj_pos, pos))
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local dir = vector.normalize(vector.subtract(obj_pos, pos))
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local moveoff = vector.multiply(dir, 2 / dist * radius)
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local moveoff = vector.multiply(dir, 2 / dist * radius)
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obj:add_player_velocity(moveoff)
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obj:add_velocity(moveoff)
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obj:set_hp(obj:get_hp() - damage)
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obj:set_hp(obj:get_hp() - damage)
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else
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else
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