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[item_drop] Reduce player pickup time to 1.5s; this delay is now ONLY for player drops
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@ -12,7 +12,7 @@ local pickup_range_squared = pickup_range*pickup_range
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local player_half_height = 0.9
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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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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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-- Node drops are insta-pickup, everything else (player drops) are not
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local delay_before_playerdrop_pickup = 2
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local delay_before_playerdrop_pickup = 1.5
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-- Time in which the node comes to the player
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-- Time in which the node comes to the player
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local pickup_duration = 0.2
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local pickup_duration = 0.2
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-- Little treshold so the items aren't already on the player's middle
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-- Little treshold so the items aren't already on the player's middle
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@ -28,17 +28,15 @@ minetest.register_globalstep(function(dtime)
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, scan_range)) do
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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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local luaEnt = object:get_luaentity()
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if not object:is_player() and luaEnt and luaEnt.name == "__builtin:item" then
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if not object:is_player() and luaEnt and luaEnt.name == "__builtin:item" then
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if not luaEnt.always_collect then
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local ticky = luaEnt.item_drop_delay
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local ticky = luaEnt.item_drop_delay or delay_before_playerdrop_pickup
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if ticky then
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ticky = ticky - dtime
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ticky = ticky - dtime
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if ticky <= 0 then
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if ticky <= 0 then
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luaEnt.always_collect = true
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luaEnt.item_drop_delay = nil
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luaEnt.item_drop_delay = nil
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else
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else
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luaEnt.item_drop_delay = ticky
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luaEnt.item_drop_delay = ticky
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end
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end
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end
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elseif not luaEnt.item_drop_nopickup then
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if luaEnt.always_collect and luaEnt.item_drop_nopickup == nil then
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-- Point-line distance computation, heavily simplified since the wanted line,
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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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-- 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 pos2 = object:getpos()
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@ -87,7 +85,6 @@ minetest.register_globalstep(function(dtime)
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luaEnt.item_drop_nopickup = nil
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luaEnt.item_drop_nopickup = nil
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end
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end
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end, {player, object})
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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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@ -122,7 +119,6 @@ function minetest.handle_node_drops(pos, drops, digger)
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obj = minetest.spawn_item(pos, name)
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obj = minetest.spawn_item(pos, name)
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if obj ~= nil then
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if obj ~= nil then
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obj:get_luaentity().always_collect = true
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obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
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obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
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end
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end
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end
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end
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@ -130,7 +126,31 @@ function minetest.handle_node_drops(pos, drops, digger)
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end
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end
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end
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end
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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.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_delay = delay_before_playerdrop_pickup
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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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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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minetest.log("action", "[item_drop] loaded.")
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end
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end
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