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Attachments: Proper data cleanup in callbacks (#2865)
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@ -53,10 +53,9 @@ function boat.on_rightclick(self, clicker)
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end
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end
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local name = clicker:get_player_name()
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local name = clicker:get_player_name()
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if self.driver and name == self.driver then
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if self.driver and name == self.driver then
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self.driver = nil
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-- Cleanup happens in boat.on_detach_child
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self.auto = false
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clicker:set_detach()
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clicker:set_detach()
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player_api.player_attached[name] = false
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player_api.set_animation(clicker, "stand", 30)
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player_api.set_animation(clicker, "stand", 30)
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local pos = clicker:get_pos()
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local pos = clicker:get_pos()
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pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
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pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
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@ -64,18 +63,12 @@ function boat.on_rightclick(self, clicker)
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clicker:set_pos(pos)
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clicker:set_pos(pos)
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end)
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end)
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elseif not self.driver then
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elseif not self.driver then
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local attach = clicker:get_attach()
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if attach and attach:get_luaentity() then
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local luaentity = attach:get_luaentity()
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if luaentity.driver then
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luaentity.driver = nil
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end
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clicker:set_detach()
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end
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self.driver = name
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clicker:set_attach(self.object, "",
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clicker:set_attach(self.object, "",
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{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
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{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
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self.driver = name
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player_api.player_attached[name] = true
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player_api.player_attached[name] = true
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minetest.after(0.2, function()
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minetest.after(0.2, function()
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player_api.set_animation(clicker, "sit", 30)
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player_api.set_animation(clicker, "sit", 30)
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end)
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end)
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@ -86,9 +79,13 @@ end
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-- If driver leaves server while driving boat
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-- If driver leaves server while driving boat
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function boat.on_detach_child(self, child)
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function boat.on_detach_child(self, child)
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if child and child:get_player_name() == self.driver then
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player_api.player_attached[child:get_player_name()] = false
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self.driver = nil
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self.driver = nil
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self.auto = false
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self.auto = false
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end
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end
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end
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function boat.on_activate(self, staticdata, dtime_s)
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function boat.on_activate(self, staticdata, dtime_s)
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@ -29,15 +29,10 @@ function cart_entity:on_rightclick(clicker)
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end
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end
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local player_name = clicker:get_player_name()
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local player_name = clicker:get_player_name()
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if self.driver and player_name == self.driver then
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if self.driver and player_name == self.driver then
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self.driver = nil
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carts:manage_attachment(clicker, nil)
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carts:manage_attachment(clicker, nil)
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elseif not self.driver then
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elseif not self.driver then
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self.driver = player_name
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carts:manage_attachment(clicker, self.object)
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carts:manage_attachment(clicker, self.object)
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self.driver = player_name
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-- player_api does not update the animation
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-- when the player is attached, reset to default animation
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player_api.set_animation(clicker, "stand")
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end
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end
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end
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end
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@ -66,8 +61,9 @@ end
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-- 0.5.x and later: When the driver leaves
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-- 0.5.x and later: When the driver leaves
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function cart_entity:on_detach_child(child)
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function cart_entity:on_detach_child(child)
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if child and child:get_player_name() == self.driver then
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if child and child:get_player_name() == self.driver then
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self.driver = nil
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-- Clean up eye height
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carts:manage_attachment(child, nil)
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carts:manage_attachment(child, nil)
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self.driver = nil
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end
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end
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end
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end
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@ -12,7 +12,7 @@ function carts:manage_attachment(player, obj)
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end
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end
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local status = obj ~= nil
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local status = obj ~= nil
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local player_name = player:get_player_name()
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local player_name = player:get_player_name()
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if player_api.player_attached[player_name] == status then
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if obj and player:get_attach() == obj then
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return
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return
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end
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end
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player_api.player_attached[player_name] = status
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player_api.player_attached[player_name] = status
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@ -20,6 +20,10 @@ function carts:manage_attachment(player, obj)
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if status then
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if status then
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player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0})
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player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0})
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player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0})
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player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0})
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-- player_api does not update the animation
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-- when the player is attached, reset to default animation
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player_api.set_animation(player, "stand")
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else
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else
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player:set_detach()
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player:set_detach()
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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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