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https://github.com/moparisthebest/minetest
synced 2024-12-22 23:58:48 -05:00
Item entity stacks merge on the ground.
Add TTL to item entities.
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parent
94dba66c16
commit
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@ -8,26 +8,43 @@ function core.spawn_item(pos, item)
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return obj
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return obj
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end
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end
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-- If item_entity_ttl is not set, enity will have default life time
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-- Setting it to -1 disables the feature
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local time_to_live = tonumber(core.setting_get("item_entity_ttl"))
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if not time_to_live then
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time_to_live = 900
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end
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core.register_entity(":__builtin:item", {
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core.register_entity(":__builtin:item", {
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initial_properties = {
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initial_properties = {
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hp_max = 1,
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hp_max = 1,
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physical = true,
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physical = true,
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collide_with_objects = false,
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collide_with_objects = false,
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collisionbox = {-0.17,-0.17,-0.17, 0.17,0.17,0.17},
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collisionbox = {-0.24, -0.24, -0.24, 0.24, 0.24, 0.24},
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visual = "sprite",
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visual = "wielditem",
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visual_size = {x=0.5, y=0.5},
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visual_size = {x = 0.3, y = 0.3},
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textures = {""},
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textures = {""},
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spritediv = {x=1, y=1},
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spritediv = {x = 1, y = 1},
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initial_sprite_basepos = {x=0, y=0},
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initial_sprite_basepos = {x = 0, y = 0},
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is_visible = false,
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is_visible = false,
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},
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},
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itemstring = '',
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itemstring = '',
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physical_state = true,
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physical_state = true,
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age = 0,
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set_item = function(self, itemstring)
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set_item = function(self, itemstring)
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self.itemstring = itemstring
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self.itemstring = itemstring
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local stack = ItemStack(itemstring)
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local stack = ItemStack(itemstring)
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local count = stack:get_count()
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local max_count = stack:get_stack_max()
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if count > max_count then
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count = max_count
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self.itemstring = stack:get_name().." "..max_count
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end
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local s = 0.15 + 0.15 * (count / max_count)
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local c = 0.8 * s
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local itemtable = stack:to_table()
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local itemtable = stack:to_table()
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local itemname = nil
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local itemname = nil
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if itemtable then
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if itemtable then
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@ -41,47 +58,51 @@ core.register_entity(":__builtin:item", {
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end
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end
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prop = {
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prop = {
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is_visible = true,
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is_visible = true,
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visual = "sprite",
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visual = "wielditem",
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textures = {"unknown_item.png"}
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textures = {itemname},
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c},
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automatic_rotate = math.pi * 0.2,
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}
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}
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if item_texture and item_texture ~= "" then
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prop.visual = "sprite"
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prop.textures = {item_texture}
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prop.visual_size = {x=0.50, y=0.50}
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else
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prop.visual = "wielditem"
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prop.textures = {itemname}
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prop.visual_size = {x=0.20, y=0.20}
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prop.automatic_rotate = math.pi * 0.25
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end
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self.object:set_properties(prop)
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self.object:set_properties(prop)
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end,
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end,
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get_staticdata = function(self)
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get_staticdata = function(self)
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--return self.itemstring
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return core.serialize({
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return core.serialize({
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itemstring = self.itemstring,
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itemstring = self.itemstring,
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always_collect = self.always_collect,
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always_collect = self.always_collect,
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age = self.age
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})
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})
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end,
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end,
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on_activate = function(self, staticdata)
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on_activate = function(self, staticdata, dtime_s)
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if string.sub(staticdata, 1, string.len("return")) == "return" then
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if string.sub(staticdata, 1, string.len("return")) == "return" then
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local data = core.deserialize(staticdata)
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local data = core.deserialize(staticdata)
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if data and type(data) == "table" then
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if data and type(data) == "table" then
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self.itemstring = data.itemstring
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self.itemstring = data.itemstring
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self.always_collect = data.always_collect
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self.always_collect = data.always_collect
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if data.age then
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self.age = data.age + dtime_s
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else
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self.age = dtime_s
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end
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end
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end
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else
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else
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self.itemstring = staticdata
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self.itemstring = staticdata
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end
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end
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self.object:set_armor_groups({immortal=1})
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self.object:set_armor_groups({immortal = 1})
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self.object:setvelocity({x=0, y=2, z=0})
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self.object:setvelocity({x = 0, y = 2, z = 0})
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self.object:setacceleration({x=0, y=-10, z=0})
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self:set_item(self.itemstring)
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self:set_item(self.itemstring)
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end,
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end,
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on_step = function(self, dtime)
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on_step = function(self, dtime)
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self.age = self.age + dtime
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if time_to_live > 0 and self.age > time_to_live then
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self.itemstring = ''
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self.object:remove()
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return
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end
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local p = self.object:getpos()
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local p = self.object:getpos()
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p.y = p.y - 0.3
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p.y = p.y - 0.3
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local nn = core.get_node(p).name
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local nn = core.get_node(p).name
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@ -89,21 +110,67 @@ core.register_entity(":__builtin:item", {
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local v = self.object:getvelocity()
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local v = self.object:getvelocity()
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if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
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if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
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if self.physical_state then
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if self.physical_state then
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self.object:setvelocity({x=0,y=0,z=0})
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local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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self.object:setacceleration({x=0, y=0, z=0})
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for _,object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
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local obj = object:get_luaentity()
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if obj and obj.name == "__builtin:item" and obj.physical_state == false then
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local stack = ItemStack(obj.itemstring)
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if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then
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local overflow = false
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local count = stack:get_count() + own_stack:get_count()
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local max_count = stack:get_stack_max()
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if count>max_count then
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overflow = true
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count = count - max_count
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else
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self.itemstring = ''
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end
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local pos=object:getpos()
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pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
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object:moveto(pos, false)
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local s, c
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local max_count = stack:get_stack_max()
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local name = stack:get_name()
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if not overflow then
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obj.itemstring = name.." "..count
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s = 0.15 + 0.15 * (count / max_count)
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c = 0.8 * s
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object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c}
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})
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self.object:remove()
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return
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else
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s = 0.3
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c = 0.24
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object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c}
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})
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obj.itemstring = name.." "..max_count
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s = 0.15 + 0.15 * (count / max_count)
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c = 0.8 * s
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self.object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c}
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})
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self.itemstring = name.." "..count
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end
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end
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end
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end
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.physical_state = false
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self.object:set_properties({
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self.object:set_properties({physical = false})
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physical = false
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})
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end
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end
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else
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else
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if not self.physical_state then
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if not self.physical_state then
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self.object:setvelocity({x=0,y=0,z=0})
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x=0, y=-10, z=0})
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.physical_state = true
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self.physical_state = true
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self.object:set_properties({
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self.object:set_properties({physical = true})
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physical = true
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})
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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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@ -120,4 +187,3 @@ core.register_entity(":__builtin:item", {
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self.object:remove()
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self.object:remove()
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end,
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end,
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})
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})
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@ -264,6 +264,9 @@
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#max_users = 15
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#max_users = 15
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# Set to true to disallow old clients from connecting
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# Set to true to disallow old clients from connecting
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#strict_protocol_version_checking = false
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#strict_protocol_version_checking = false
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# Time in seconds for item entity to live. Default value: 900s
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# Setting it to -1 disables the feature
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#item_entity_ttl = 900
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# Set to true to enable creative mode (unlimited inventory)
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# Set to true to enable creative mode (unlimited inventory)
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#creative_mode = false
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#creative_mode = false
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# Enable players getting damage and dying
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# Enable players getting damage and dying
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