Drop items and pick up with "fast" key
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@ -2,6 +2,9 @@
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mg_flags = caves, notrees
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#physics
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#disable fast (since its used to pick up drops)
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movement_acceleration_fast = 2
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movement_speed_fast = 4
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movement_liquid_sink = 25
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movement_speed_jump = 6.2
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@ -34,16 +34,16 @@ minetest.register_entity(":__builtin:item", {
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visual = "sprite",
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textures = {"unknown_item.png"}
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}
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if item_texture and item_texture ~= "" then
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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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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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--end
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self.object:set_properties(prop)
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end,
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42
mods/item_drop/README.txt
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42
mods/item_drop/README.txt
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@ -0,0 +1,42 @@
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===ITEM_DROP MOD for MINETEST-C55===
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by PilzAdam
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Introduction:
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This mod adds Minecraft like drop/pick up of items to Minetest.
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How to install:
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Unzip the archive an place it in minetest-base-directory/mods/minetest/
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if you have a windows client or a linux run-in-place client. If you have
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a linux system-wide instalation place it in ~/.minetest/mods/minetest/.
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If you want to install this mod only in one world create the folder
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worldmods/ in your worlddirectory.
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For further information or help see:
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http://wiki.minetest.com/wiki/Installing_Mods
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How to use the mod:
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Just install it an everything works.
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For developers:
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You dont have to use get_drops() anymore because of changes in the
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builtin files of minetest.
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License:
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Sourcecode: WTFPL (see below)
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Sound: WTFPL (see below)
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See also:
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http://minetest.net/
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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Version 2, December 2004
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Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
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Everyone is permitted to copy and distribute verbatim or modified
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copies of this license document, and changing it is allowed as long
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as the name is changed.
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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0. You just DO WHAT THE FUCK YOU WANT TO.
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118
mods/item_drop/init.lua
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118
mods/item_drop/init.lua
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@ -0,0 +1,118 @@
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minetest.register_globalstep(function(dtime)
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for _,player in ipairs(minetest.get_connected_players()) do
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if player:get_hp() > 0 or not minetest.setting_getbool("enable_damage") then
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local pos = player:getpos()
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local controls = player:get_player_control()
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pos.y = pos.y+0.5
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local inv = player:get_inventory()
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local objcts1 = minetest.env:get_objects_inside_radius(pos, 1)
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local objcts2 = minetest.env:get_objects_inside_radius(pos, 2)
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for _,object in ipairs(objcts1) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) and controls.aux1 then
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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if object:get_luaentity().itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {
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to_player = player:get_player_name(),
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gain = 0.4*(1/#objcts1 or 1),
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})
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end
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object:get_luaentity().itemstring = ""
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object:remove()
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end
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end
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end
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for _,object in ipairs(objcts2) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
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if object:get_luaentity().collect then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) and controls.aux1 then
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local pos1 = pos
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pos1.y = pos1.y+0.2
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local pos2 = object:getpos()
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local vec = {x=pos1.x-pos2.x, y=pos1.y-pos2.y, z=pos1.z-pos2.z}
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vec.x = vec.x*3
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vec.y = vec.y*3
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vec.z = vec.z*3
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object:setvelocity(vec)
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object:get_luaentity().physical_state = false
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object:get_luaentity().object:set_properties({
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physical = false
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})
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-- TODO: is that necessary??
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minetest.after(1, function(args)
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local lua = object:get_luaentity()
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if object == nil or lua == nil or lua.itemstring == nil then
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return
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end
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if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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if object:get_luaentity().itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {
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to_player = player:get_player_name(),
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gain = 0.4*(1/#objcts2 or 1),
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})
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end
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object:get_luaentity().itemstring = ""
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object:remove()
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else
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object:setvelocity({x=0,y=0,z=0})
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object:get_luaentity().physical_state = true
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object:get_luaentity().object:set_properties({
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physical = true
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})
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end
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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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end)
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function minetest.handle_node_drops(pos, drops, digger)
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local inv
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if minetest.setting_getbool("creative_mode") and digger and digger:is_player() then
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inv = digger:get_inventory()
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end
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for _,item in ipairs(drops) do
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local count, name
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if type(item) == "string" then
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count = 1
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name = item
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else
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count = item:get_count()
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name = item:get_name()
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end
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if not inv or not inv:contains_item("main", ItemStack(name)) then
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for i=1,count do
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local obj = minetest.env:add_item(pos, name)
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if obj ~= nil then
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obj:get_luaentity().collect = true
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local x = math.random(1, 5)
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if math.random(1,2) == 1 then
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x = -x
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end
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local z = math.random(1, 5)
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if math.random(1,2) == 1 then
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z = -z
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end
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obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
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-- FIXME this doesnt work for deactiveted objects
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if minetest.setting_get("remove_items") and tonumber(minetest.setting_get("remove_items")) then
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minetest.after(tonumber(minetest.setting_get("remove_items")), function(obj)
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obj:remove()
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end, obj)
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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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if minetest.setting_get("log_mods") then
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minetest.log("action", "item_drop loaded")
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end
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BIN
mods/item_drop/sounds/item_drop_pickup.1.ogg
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BIN
mods/item_drop/sounds/item_drop_pickup.1.ogg
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mods/item_drop/sounds/item_drop_pickup.2.ogg
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BIN
mods/item_drop/sounds/item_drop_pickup.2.ogg
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BIN
mods/item_drop/sounds/item_drop_pickup.3.ogg
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BIN
mods/item_drop/sounds/item_drop_pickup.3.ogg
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mods/item_drop/sounds/item_drop_pickup.4.ogg
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mods/item_drop/sounds/item_drop_pickup.4.ogg
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