--vehicles/mounts api by D00Med and zaoqi, based on lib_mount(see below) --License of lib_mount: -- Minetest mod: lib_mount -- ======================= -- by blert2112 -- Based on the Boats mod by PilzAdam. -- ----------------------------------------------------------- -- ----------------------------------------------------------- -- Minetest Game mod: boats -- ======================== -- by PilzAdam -- License of source code: -- ----------------------- -- WTFPL --from lib_mount (required by new functions) --attach position seems broken, and eye offset will cause problems if the vehicle/mount/player is destroyed whilst driving/riding local function force_detach(player) local attached_to = player:get_attach() if attached_to and attached_to:get_luaentity() then local entity = attached_to:get_luaentity() if entity ~= nil and entity.driver then entity.driver = nil end player:set_detach() end default.player_attached[player:get_player_name()] = false player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0}) player:set_properties({visual_size = {x=1, y=1}}) end function vehicles.object_attach(entity, player, attach_at, visible, eye_offset) force_detach(player) entity.driver = player entity.loaded = true entity.loaded2 = true player:set_attach(entity.object, "", attach_at, {x=0, y=0, z=0}) -- this is to hide the player when the attaching doesn't work properly if not visible then player:set_properties({visual_size = {x=0, y=0}}) else player:set_properties({visual_size = {x=1, y=1}}) end player:set_eye_offset(eye_offset, {x=eye_offset.x, y=eye_offset.y+1, z=-40}) default.player_attached[player:get_player_name()] = true minetest.after(0.2, function() default.player_set_animation(player, "sit" , 30) end) entity.object:setyaw(player:get_look_yaw() - math.pi / 2) end function vehicles.object_detach(entity, player, offset) entity.driver = nil entity.object:setvelocity({x=0, y=0, z=0}) player:set_detach() default.player_attached[player:get_player_name()] = false default.player_set_animation(player, "stand" , 30) player:set_properties({visual_size = {x=1, y=1}}) player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0}) local pos = player:getpos() pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z} minetest.after(0.1, function() player:setpos(pos) end) end --mixed code(from this mod and lib_mount) local vtimer = 0 --New vehicle function, combines all of the others function vehicles.object_drive(entity, dtime, def) --definition local speed = def.speed or 10 local fixed = def.fixed or false local decell = def.decell or 0.5 local shoots = def.shoots or false local arrow = def.arrow or nil local reload_time = def.reload_time or 1 local shoot_y = def.shoot_y or 1.5 local shoot_angle = def.shoot_angle or 0 local infinite_arrow = def.infinite_arrow or false local shoots2 = def.shoots2 or false local arrow2 = def.arrow2 or nil local reload_time2 = def.reload_time2 or 1 local shoot_y2 = def.shoot_y2 or 1.5 local infinite_arrow2 = def.infinite_arrow2 or false local jump = def.jump_type or nil local fly = def.fly or nil local fly_mode = def.fly_mode or "hold" local rise_speed = def.rise_speed or 0.1 local gravity = def.gravity or 1 local boost = def.boost or false local boost_duration = def.boost_duration or 5 local boost_charge = def.boost_charge or 4 local boost_effect = def.boost_effect or nil local hover_speed = def.hover_speed or 1.5 local jump_speed = def.jump_speed or 5 local simple_vehicle = def.simple_vehicle or false local is_watercraft = def.is_watercraft or false local swims = def.swims or false local driving_sound = def.driving_sound or nil local sound_duration = def.sound_duration or 5 local extra_yaw = def.extra_yaw or 0 local death_node = def.death_node or nil local destroy_node = def.destroy_node or nil local place_node = def.place_node or nil local place_chance = def.place_chance or 1 local place_trigger = def.place_trigger or nil local animation_speed = def.animation_speed or 20 local uses_arrow_keys = def.uses_arrow_keys or false local brakes = def.brakes or false local handling = def.handling or {initial=1.1, braking=2.2} local braking_effect = def.braking_effect or "vehicles_dust.png" local moving_anim = def.moving_anim or nil local stand_anim = def.stand_anim or nil local jump_anim = def.jump_anim or nil local shoot_anim = def.shoot_anim or nil local shoot_anim2 = def.shoot_anim2 or nil --variables local velo = entity.object:getvelocity() local vec_stop = {x=velo.x*decell,y=velo.y+1*-2,z=velo.z*decell} local pos = entity.object:getpos() local node = minetest.get_node(pos).name local node_under = minetest.get_node({x=pos.x, y=pos.y+2, z=pos.z}) local accell = 1 --lava explode if node == "default:lava_source" or node == "default:lava_flowing" then if entity.driver then vehicles.object_detach(entity, entity.driver, {x=1, y=0, z=1}) end vehicles.explodinate(entity, 5) entity.object:remove() return end --respond to controls --check for water local function is_water(node) return node == "default:river_water_source" or node == "default:water_source" or node == "default:river_water_flowing" or node == "default:water_flowing" end entity.on_water = is_water(node) entity.in_water = is_water(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name) or is_water(node_under.name) local function is_watercraft_and_in_water() entity.object:setvelocity({x=velo.x*0.9, y=math.min(2, velo.y+0.5), z=velo.z*0.9}) end local function is_watercraft_and_not_on_water() entity.object:setvelocity(vec_stop) end local function not_watercraft_and_on_or_in_water() entity.object:setvelocity({x=velo.x*0.9, y=-1, z=velo.z*0.9}) end if not entity.driver then --apply water effects if is_watercraft and entity.in_water then is_watercraft_and_in_water() elseif is_watercraft and not entity.on_water then is_watercraft_and_not_on_water() elseif (entity.on_water or entity.in_water) and not is_watercraft then not_watercraft_and_on_or_in_water() else --stop entity.object:setvelocity(vec_stop) --animation if moving_anim ~= nil and entity.moving and not hovering then entity.object:set_animation(stand_anim, 20, 0) entity.moving = false end end else --variables local ctrl = entity.driver:get_player_control() local dir = entity.driver:get_look_dir() local vec_backward = {x=-dir.x*speed/4,y=velo.y+1*-2,z=-dir.z*speed/4} local yaw = entity.driver:get_look_yaw() --dummy variables local vec_rise = {} local vec_forward_simple = {} local inv = nil local hovering = nil --definition dependant variables if fly then vec_rise = {x=velo.x, y=speed*rise_speed, z=velo.z} end if simple_vehicle then vec_forward_simple = {x=dir.x*speed,y=velo.y+1*-2,z=dir.z*speed} end if shoots then local pname = entity.driver:get_player_name() inv = minetest.get_inventory({type="player", name=pname}) end --timer local absolute_speed = math.sqrt(math.pow(velo.x, 2)+math.pow(velo.z, 2)) local anim_speed = (math.floor(absolute_speed*1.5)/1)+animation_speed if absolute_speed <= speed and ctrl.up then vtimer = vtimer + 1*dtime end if not ctrl.up then vtimer = 0 end --boost reset if boost and not entity.boost then minetest.after(boost_charge, function() entity.boost = true end) end --death_node if death_node ~= nil and node == death_node then if entity.driver then vehicles.object_detach(entity, entity.driver, {x=1, y=0, z=1}) end vehicles.explodinate(entity, 5) entity.object:remove() return end --place node if place_node ~= nil and node == "air" or place_node ~= nil and node == "default:snow" or place_node ~= nil and minetest.get_item_group(node, "flora") ~= 0 then if place_trigger == nil and math.random(1, place_chance) == 1 then minetest.set_node(pos, {name=place_node}) end if place_trigger ~= nil and ctrl.sneak then local facedir = minetest.dir_to_facedir(dir) minetest.set_node(pos, {name=place_node, param2=facedir}) end end --destroy node if destroy_node ~= nil and node == destroy_node then minetest.dig_node(pos) local item = minetest.get_node_drops(destroy_node) if item[1] ~= nil then minetest.add_item(pos, item[1]) end if item[2] ~= nil then minetest.add_item(pos, item[1]) end end local turning_factor = 2 --brakes local braking = 0 local timer2 = 0 if ctrl.jump and brakes then braking = 1 timer2 = timer2 + dtime*1 local velo3 = nil if velo3 == nil then velo3 = velo end local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2} minetest.add_particlespawner( 4, --amount 0.5, --time {x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --minpos {x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --maxpos {x=0, y=0, z=0}, --minvel {x=-velo3.x, y=0.4, z=-velo3.z}, --maxvel {x=-0,y=-0,z=-0}, --minacc {x=0,y=0,z=0}, --maxacc 0.5, --minexptime 1, --maxexptime 10, --minsize 15, --maxsize false, --collisiondetection braking_effect --texture ) turning_factor = handling.initial else timer2 = 0 turning_factor = handling.braking end --face the right way local target_yaw = yaw+math.pi+math.pi/2+extra_yaw local entity_yaw = entity.object:getyaw() local change_yaw = (((target_yaw-entity_yaw+math.pi)%(math.pi*2))-math.pi)/(turning_factor*absolute_speed+1) if entity_yaw ~= target_yaw and not uses_arrow_keys then entity.object:setyaw(entity_yaw+change_yaw) dir.x = -math.sin(entity_yaw) dir.z = math.cos(entity_yaw) else if ctrl.left then entity.object:setyaw(entity_yaw+(math.pi/360)*absolute_speed/2) end if ctrl.right then entity.object:setyaw(entity_yaw-(math.pi/360)*absolute_speed/2) end dir.x = -math.sin(entity_yaw) dir.z = math.cos(entity_yaw) end --apply water effects if is_watercraft and entity.in_water then is_watercraft_and_in_water() elseif is_watercraft and not entity.on_water then is_watercraft_and_not_on_water() elseif (entity.on_water or entity.in_water) and not is_watercraft then not_watercraft_and_on_or_in_water() --brakes elseif ctrl.jump and brakes and not ctrl.up then local velo2 = nil if velo2 == nil then velo2 = velo end local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2} entity.object:setvelocity({x=velo2.x*(0.95), y=velo.y, z=velo2.z*(0.95)}) minetest.add_particlespawner( 4, --amount 0.5, --time {x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --minpos {x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --maxpos {x=0, y=0.1, z=0}, --minvel {x=-velo2.x, y=0.4, z=-velo2.z}, --maxvel {x=-0,y=-0,z=-0}, --minacc {x=0,y=0,z=0}, --maxacc 0.5, --minexptime 1, --maxexptime 10, --minsize 15, --maxsize false, --collisiondetection braking_effect --texture ) if vtimer >= 0.5 then vtimer = vtimer-vtimer/10 end --boost elseif ctrl.up and not shoots2 and ctrl.aux1 and entity.boost then local new_x=dir.x*(speed*0.2)*math.log(vtimer+0.5)+8*dir.x local new_y=velo.y-gravity/2 local new_z=dir.z*(speed*0.2)*math.log(vtimer+0.5)+8*dir.z entity.object:setvelocity({x=new_x,y=new_y,z=new_z}) if boost_effect ~= nil then local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2} minetest.add_particlespawner( 10, --amount 0.25, --time {x=effect_pos.x, y=effect_pos.y+0.2, z=effect_pos.z}, --minpos {x=effect_pos.x, y=effect_pos.y+0.2, z=effect_pos.z}, --maxpos {x=-velo.x, y=-velo.y, z=-velo.z}, --minvel {x=-velo.x, y=-velo.y, z=-velo.z}, --maxvel {x=-0,y=-0,z=-0}, --minacc {x=0,y=1,z=0}, --maxacc 0.02, --minexptime 0.02, --maxexptime 20, --minsize 20, --maxsize false, --collisiondetection boost_effect --texture ) end minetest.after(boost_duration, function() entity.boost = false end) --animation if moving_anim ~= nil and not entity.moving and not hovering then entity.object:set_animation(move_anim, anim_speed, 0) entity.moving = true end --rise elseif ctrl.jump and fly and fly_mode == "rise" then entity.object:setvelocity(vec_rise) --lib_mount animation if moving_anim ~= nil and not entity.moving then entity.object:set_animation(moving_anim, anim_speed, 0) entity.moving = true end --hover in place elseif ctrl.jump and ctrl.up and fly and fly_mode == "hold" then entity.object:setvelocity({x=dir.x*speed, y=0, z=dir.z*speed}) --move forward elseif ctrl.up and not fixed then if not fly and not is_watercraft then entity.object:setvelocity({x=(dir.x*(speed*0.2)*math.log(vtimer+0.5)+4*dir.x)/(braking*(0.1)+1),y=velo.y-0.5,z=(dir.z*(speed*0.2)*math.log(vtimer+0.5)+4*dir.z)/(braking*(0.1)+1)}) elseif not fly then entity.object:setvelocity({x=dir.x*(speed*0.2)*math.log(vtimer+0.5)+4*dir.x,y=0,z=dir.z*(speed*0.2)*math.log(vtimer+0.5)+4*dir.z}) else entity.object:setvelocity({x=dir.x*(speed*0.2)*math.log(vtimer+0.5)+4*dir.x,y=dir.y*(speed*0.2)*math.log(vtimer+0.5)+4*dir.y+1,z=dir.z*(speed*0.2)*math.log(vtimer+0.5)+4*dir.z}) end --animation if moving_anim ~= nil and not entity.moving and not hovering then entity.object:set_animation(moving_anim, anim_speed, 0) entity.moving = true end --move backward elseif ctrl.down and not fixed and not fly then if not is_watercraft then if brakes and absolute_speed > 5 then local velo2 = nil if velo2 == nil then velo2 = velo end local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2} entity.object:setvelocity({x=velo2.x*(0.95), y=velo.y, z=velo2.z*(0.95)}) minetest.add_particlespawner( 4, --amount 0.5, --time {x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --minpos {x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --maxpos {x=0, y=0.1, z=0}, --minvel {x=-velo2.x, y=0.4, z=-velo2.z}, --maxvel {x=-0,y=-0,z=-0}, --minacc {x=0,y=0,z=0}, --maxacc 0.5, --minexptime 1, --maxexptime 10, --minsize 15, --maxsize false, --collisiondetection braking_effect --texture ) if vtimer >= 0.5 then vtimer = vtimer-vtimer/10 end else entity.object:setvelocity({x=-dir.x*(speed/4)*accell,y=velo.y-0.5,z=-dir.z*(speed/4)*accell}) end else if brakes and absolute_speed > 5 then local velo2 = nil if velo2 == nil then velo2 = velo end local effect_pos = {x=pos.x-dir.x*2, y=pos.y, z=pos.z-dir.z*2} entity.object:setvelocity({x=velo2.x*(0.95), y=velo.y, z=velo2.z*(0.95)}) minetest.add_particlespawner( 4, --amount 0.5, --time {x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --minpos {x=effect_pos.x, y=effect_pos.y, z=effect_pos.z}, --maxpos {x=0, y=0.1, z=0}, --minvel {x=-velo2.x, y=0.4, z=-velo2.z}, --maxvel {x=-0,y=-0,z=-0}, --minacc {x=0,y=0,z=0}, --maxacc 0.5, --minexptime 1, --maxexptime 10, --minsize 15, --maxsize false, --collisiondetection braking_effect --texture ) if vtimer >= 0.5 then vtimer = vtimer-vtimer/10 end else entity.object:setvelocity({x=-dir.x*(speed/4)*accell,y=0,z=-dir.z*(speed/4)*accell}) end end --animation if moving_anim ~= nil and not entity.moving and not hovering then entity.object:set_animation(moving_anim, anim_speed, 0) entity.moving = true end --stop elseif not ctrl.down or ctrl.up then entity.object:setvelocity({x=velo.x*decell,y=velo.y-gravity,z=velo.z*decell}) --animation if moving_anim ~= nil and entity.moving and not hovering then entity.object:set_animation(stand_anim, anim_speed, 0) entity.moving = false end end --shoot weapons if ctrl.sneak and shoots and entity.loaded then if inv:contains_item("main", arrow.."_item") or infinite_arrow then local remov = inv:remove_item("main", arrow.."_item") entity.loaded = false local obj = minetest.env:add_entity({x=pos.x+0+dir.x*2,y=pos.y+shoot_y+dir.y,z=pos.z+0+dir.z*2}, arrow) local vec = {x=dir.x*14,y=dir.y*14+shoot_angle,z=dir.z*14} obj:setyaw(yaw+math.pi/2+extra_yaw) obj:setvelocity(vec) local object = obj:get_luaentity() object.launcher = entity.driver object.vehicle = entity.object --lib_mount animation if shoot_anim ~= nil and entity.object:get_animation().range ~= shoot_anim then entity.object:set_animation(shoot_anim, anim_speed, 0) end minetest.after(reload_time, function() entity.loaded = true if stand_anim ~= nil and shoot_anim ~= nil then entity.object:set_animation(stand_anim, anim_speed, 0) end end) end end if ctrl.aux1 and shoots2 and entity.loaded2 then if inv:contains_item("main", arrow2.."_item") or infinite_arrow2 then local remov = inv:remove_item("main", arrow2.."_item") entity.loaded2 = false local obj = minetest.env:add_entity({x=pos.x+0+dir.x*2,y=pos.y+shoot_y2+dir.y,z=pos.z+0+dir.z*2}, arrow2) local vec = {x=dir.x*20,y=dir.y*20+shoot_angle,z=dir.z*20} obj:setyaw(yaw+math.pi/2+extra_yaw) obj:setvelocity(vec) local object = obj:get_luaentity() object.launcher = entity.driver object.vehicle = entity.object --lib_mount animation if shoot_anim2 ~= nil and entity.object:get_animation().range ~= shoot_anim2 then entity.object:set_animation(shoot_anim2, anim_speed, 0) end minetest.after(reload_time2, function() entity.loaded2 = true if stand_anim ~= nil and shoot_anim2 ~= nil then entity.object:set_animation(stand_anim, anim_speed, 0) end end) end end --jump(hover) without moving forward if jump == "hover" and ctrl.jump and not entity.jumpcharge then if not ctrl.up then local vec_hover = {x=velo.x+0,y=hover_speed,z=velo.z+0} entity.object:setvelocity(vec_hover) else entity.object:setvelocity({x=dir.x*(speed*0.2)*math.log(vtimer+0.5)+4*dir.x,y=hover_speed,z=dir.z*(speed*0.2)*math.log(vtimer+0.5)+4*dir.z}) end hovering = true if jump_anim ~= nil and entity.object:get_animation().range ~= jump_anim and hovering then entity.object:set_animation(jump_anim, anim_speed, 0) end minetest.after(5, function() entity.jumpcharge = true end) minetest.after(10, function() entity.jumpcharge = false hovering = false end) end --jump (jump) without moving forward if jump == "jump" and ctrl.jump and not entity.jumpcharge then if not ctrl.up then local vec_jump = {x=velo.x+0,y=jump_speed,z=velo.z+0} entity.object:setvelocity(vec_jump) else entity.object:setvelocity({x=dir.x*speed/4*math.atan(0.5*vtimer-2)+8*dir.x,y=jump_speed,z=dir.z*speed/4*math.atan(0.5*vtimer-2)+8*dir.z}) end hovering = true if jump_anim ~= nil and entity.object:get_animation().range ~= jump_anim and hovering then entity.object:set_animation(jump_anim, anim_speed, 0) end minetest.after(0.5, function() entity.jumpcharge = true end) minetest.after(1, function() entity.jumpcharge = false hovering = false end) end --play sound if entity.sound_ready then minetest.sound_play(driving_sound, {to_player=entity.driver:get_player_name(), gain = 4, max_hear_distance = 3, loop = false}) entity.sound_ready = false minetest.after(sound_duration, function() entity.sound_ready = true end) end end end function vehicles.object_glide(entity, dtime, speed, decell, gravity, moving_anim, stand_anim) if entity.driver == nil or entity.driver:get_player_name() == "" then entity.object:remove() return else if entity.driver:get_attach():get_luaentity() ~= self then force_detach(entity.driver) entity.object:remove() return end end local ctrl = entity.driver:get_player_control() local dir = entity.driver:get_look_dir() local velo = entity.object:getvelocity() local vec_glide = {x=dir.x*speed*decell, y=velo.y, z=dir.z*speed*decell} local yaw = entity.driver:get_look_yaw() if not ctrl.sneak then entity.object:setyaw(yaw+math.pi+math.pi/2) entity.object:setvelocity(vec_glide) entity.object:setacceleration({x=0, y=gravity, z=0}) end if ctrl.sneak then local vec = {x=0,y=gravity*15,z=0} local yaw = entity.driver:get_look_yaw() entity.object:setyaw(yaw+math.pi+math.pi/2) entity.object:setvelocity(vec) end if velo.y == 0 then local pos = entity.object:getpos() for dx=-1,1 do for dy=-1,1 do for dz=-1,1 do local p = {x=pos.x+dx, y=pos.y-1, z=pos.z+dz} local t = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz} local n = minetest.env:get_node(p).name if n ~= "massdestruct:parachute" and n ~= "air" then local pos = entity.object:getpos() entity.object:remove() return end end end end end end function vehicles.register_spawner(vehicle, desc, texture, is_boat) minetest.register_craftitem(vehicle.."_spawner", { description = desc, inventory_image = texture, liquids_pointable = is_boat, wield_scale = {x = 1.5, y = 1.5, z = 1}, on_place = function(item, placer, pointed_thing) local dir = placer:get_look_dir() local playerpos = placer:getpos() local creative_mode = creative and creative.is_enabled_for and creative.is_enabled_for(placer:get_player_name()) if pointed_thing.type == "node" and not is_boat then local obj = minetest.env:add_entity(pointed_thing.above, vehicle) local object = obj:get_luaentity() object.owner = placer if not creative_mode then item:take_item() return item end elseif pointed_thing.type == "node" and minetest.get_item_group(pointed_thing.name, "water") then local obj = minetest.env:add_entity(pointed_thing.under, vehicle) obj:setvelocity({x=0, y=-1, z=0}) local object = obj:get_luaentity() object.owner = placer if not creative_mode then item:take_item() return item end end end, }) end function vehicles.explodinate(ent, radius) local pos = ent.object:getpos() minetest.add_particlespawner({ amount = 90, time = 4, minpos = {x=pos.x-0.6, y=pos.y, z=pos.z-0.6}, maxpos = {x=pos.x+0.6, y=pos.y+1, z=pos.z+0.6}, minvel = {x=-0.1, y=3.5, z=-0.1}, maxvel = {x=0.1, y=4.5, z=0.1}, minacc = {x=-1.3, y=-0.7, z=-1.3}, maxacc = {x=1.3, y=-0.7, z=1.3}, minexptime = 2, maxexptime = 3, minsize = 15, maxsize = 25, collisiondetection = false, texture = "vehicles_explosion.png" }) minetest.after(1, function() minetest.add_particlespawner({ amount = 30, time = 4, minpos = {x=pos.x-1, y=pos.y+2, z=pos.z-1}, maxpos = {x=pos.x+1, y=pos.y+3, z=pos.z+1}, minvel = {x=0, y=-1, z=0}, maxvel = {x=0, y=-2, z=0}, minacc = {x=0, y=-0.6, z=0}, maxacc = {x=0, y=-0.6, z=0}, minexptime = 1, maxexptime = 3, minsize = 1, maxsize = 2, collisiondetection = false, texture = "vehicles_explosion.png" }) end) end function vehicles.on_punch(self, puncher) local hp = self.object:get_hp() if hp == 0 then if self.driver then vehicles.object_detach(self, self.driver, {x=1, y=0, z=1}) end vehicles.explodinate(self, 5) end if not self.driver then return end local creative_mode = creative and creative.is_enabled_for and creative.is_enabled_for(self.driver:get_player_name()) if self.driver == puncher and (hp == self.hp_max-5 or hp == self.hp_max or creative_mode) then local name = self.object:get_luaentity().name local pos = self.object:getpos() minetest.env:add_item(pos, name.."_spawner") vehicles.object_detach(self, self.driver, {x=1, y=0, z=1}) self.object:remove() end end function vehicles.on_step(self, dtime, def, have_driver, no_driver) if self.driver == nil or self.driver:get_player_name() == "" then self.driver = nil else if self.driver:get_attach():get_luaentity() ~= self then force_detach(self.driver) self.driver = nil end end vehicles.object_drive(self, dtime, def) if self.driver then if have_driver ~= nil then have_driver() end else if no_driver ~= nil then no_driver() end end return false end