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https://github.com/HybridDog/builtin_item.git
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General code cleanup
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@ -1,3 +1,5 @@
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For a description of this Minetest mod, see
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https://forum.minetest.net/viewtopic.php?f=9&t=10271.
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TODO:
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* Support mods liquids
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163
init.lua
163
init.lua
@ -1,85 +1,73 @@
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local time = minetest.get_us_time()+10*1000000
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local lastpos = {x=0, y=0, z=0}
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local last_tab, always_test
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if not core.get_gravity then
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local gravity,grav_updating = 10
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function core.get_gravity()
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if not grav_updating then
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gravity = tonumber(core.settings:get("movement_gravity")) or gravity
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grav_updating = true
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-- Use the movement gravity for the downwards direction. Get the setting rarely
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local cached_gravity
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local function get_gravity()
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if cached_gravity then
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return cached_gravity
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end
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cached_gravity = tonumber(core.settings:get("movement_gravity")) or 9.81
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core.after(50, function()
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grav_updating = false
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cached_gravity = nil
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end)
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end
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return gravity
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end
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return cached_gravity
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end
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local function get_nodes(pos)
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if not always_test then
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local neighbour_offsets = {
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{x=-1, y=0, z=0},
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{x=1, y=0, z=0},
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{x=0, y=0, z=-1},
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{x=0, y=0, z=1}
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}
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local neighbours_cache = {}
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setmetatable(neighbours_cache, {__mode = "kv"})
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local function get_neighbour_nodes(pos)
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-- Use previously found neighbours if they are not too old
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local vi = minetest.hash_node_position(pos)
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local t = minetest.get_us_time()
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if vector.equals(pos, lastpos)
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and t-time < 10*1000000 then
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return last_tab
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if neighbours_cache[vi]
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and t - neighbours_cache[vi][1] < 10 * 1000000 then
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return neighbours_cache[vi][2]
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end
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time = t
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lastpos = pos
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local near_objects = minetest.get_objects_inside_radius(pos, 1)
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if #near_objects >= 2 then
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always_test = true
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minetest.after(10, function() always_test = false end)
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local neighbours = {}
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for n = 1, 4 do
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local p = vector.add(pos, neighbour_offsets[n])
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neighbours[n] = p
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neighbours[n + 4] = minetest.get_node(p)
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end
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end
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local tab,n = {},1
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for i = -1,1,2 do
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for _,p in pairs({
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{x=pos.x+i, y=pos.y, z=pos.z},
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{x=pos.x, y=pos.y, z=pos.z+i}
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}) do
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tab[n] = {p, minetest.get_node(p)}
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n = n+1
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end
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end
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if not always_test then
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last_tab = tab
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end
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return tab
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neighbours_cache[vi] = {t, neighbours}
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return neighbours
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end
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local function get_flowing_dir(pos)
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local data = get_nodes(pos)
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-- This function determines position to which the water flows
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local function get_flow_target(pos)
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local neighbours = get_neighbour_nodes(pos)
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local param2 = minetest.get_node(pos).param2
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if param2 > 7 then
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return
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end
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for _,i in pairs(data) do
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local nd = i[2]
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local name = nd.name
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local par2 = nd.param2
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if name == "default:water_flowing"
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and par2 < param2 then
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return i[1]
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for i = 1, 4 do
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-- If a neighbour has a lower height, flow to it
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local node = neighbours[i + 4]
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if node.name == "default:water_flowing"
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and node.param2 < param2 then
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return neighbours[i]
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end
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end
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for _,i in pairs(data) do
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local nd = i[2]
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local name = nd.name
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local par2 = nd.param2
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if name == "default:water_flowing"
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and par2 >= 11 then
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return i[1]
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for i = 1, 4 do
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-- TODO
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local node = neighbours[i + 4]
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if node.name == "default:water_flowing"
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and node.param2 >= 11 then
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return neighbours[i]
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end
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end
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for _,i in pairs(data) do
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local nd = i[2]
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local name = nd.name
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local par2 = nd.param2
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local tmp = minetest.registered_nodes[name]
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if tmp
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and not tmp.walkable
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and name ~= "default:water_flowing" then
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return i[1]
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for i = 1, 4 do
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-- TODO
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local node = neighbours[i + 4]
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if node.name ~= "default:water_flowing" then
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local def = minetest.registered_nodes[node.name]
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if def and not def.walkable then
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return neighbours[i]
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end
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end
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end
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end
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@ -92,6 +80,11 @@ item_entity.bt_timer = 0
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item_entity.on_step = function(self, dtime, ...)
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old_on_step(self, dtime, ...)
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--~ if not self.physical_state then
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--~ return
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--~ end
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-- Force-adjust an acceleration and/or velocity if needed
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if self.bt_acc
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and not vector.equals(self.object:get_acceleration(), self.bt_acc) then
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self.object:set_acceleration(self.bt_acc)
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@ -100,6 +93,8 @@ item_entity.on_step = function(self, dtime, ...)
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and not vector.equals(self.object:get_velocity(), self.bt_vel) then
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self.object:set_velocity(self.bt_vel)
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end
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-- TODO: was ist pyhsical state?
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if self.bt_phys ~= nil
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and self.physical_state ~= self.bt_phys then
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self.physical_state = self.bt_phys
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@ -108,6 +103,7 @@ item_entity.on_step = function(self, dtime, ...)
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})
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end
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-- For performance reasons, skip the remaining code except every second
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self.bt_timer = self.bt_timer + dtime
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if self.bt_timer < 1 then
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return
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@ -119,7 +115,8 @@ item_entity.on_step = function(self, dtime, ...)
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local name = minetest.get_node(pos).name
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if name == "default:lava_flowing"
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or name == "default:lava_source" then -- update to newest default please
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or name == "default:lava_source" then
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-- TODO: more generic burn cases
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minetest.sound_play("builtin_item_lava", {pos=p})
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minetest.add_particlespawner({
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amount = 3,
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@ -147,21 +144,27 @@ item_entity.on_step = function(self, dtime, ...)
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return
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end
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local tmp = minetest.registered_nodes[name]
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if not tmp then
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local def = minetest.registered_nodes[name]
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if not def then
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return
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end
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local acc
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if tmp.liquidtype then
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acc = {x=0, y=core.get_gravity()*(((p.y-.5)%1)*.9-1), z=0}
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-- Adjust the acceleration in liquid nodes
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self.bt_acc = nil
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self.bt_vel = nil
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if def.liquidtype then
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-- Set the strongest acceleration when we are in the middle of the node
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local acc_strength = 1.0 - ((p.y - 0.5) % 1.0) * 0.9
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local acc = {x = 0, y = -acc_strength * get_gravity(), z = 0}
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self.object:set_acceleration(acc)
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self.bt_acc = acc
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else
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self.bt_acc = nil
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end
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if tmp.liquidtype == "flowing" then
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local vec = get_flowing_dir(pos)
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if vec then
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if def.liquidtype ~= "flowing" then
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return
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end
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local vec = get_flow_target(pos)
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if not vec then
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return
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end
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local v = vector.add(
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self.object:get_velocity(),
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vector.multiply(vector.subtract(vec, pos),.5)
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@ -173,14 +176,6 @@ item_entity.on_step = function(self, dtime, ...)
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self.object:set_properties({
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physical = true
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})
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return
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end
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end
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self.bt_vel = nil
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end
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minetest.register_entity(":__builtin:item", item_entity)
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if minetest.settings:get("log_mods") then
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minetest.log("action", "builtin_item loaded")
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end
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