local step_timer = 0 local activate = true -- Code and sounds taken from PilzAdam's `item_drop` mod (WTFPL) -- https://github.com/PilzAdam/item_drop -- Hereby re-licensed under LGPL v2.1 or later -- Ostensibly for testing for now -- Entities do not move within the expected radius if not minetest.get_modpath("itemdrop") and not activate then minetest.register_globalstep(function(dtime) step_timer = step_timer + dtime if step_timer >= 0.5 then step_timer = 0 else return end for _,player in ipairs(minetest.get_connected_players()) do if player:get_hp() > 0 or not minetest.setting_getbool("enable_damage") then local pos = player:getpos() pos.y = pos.y+0.5 local inv = player:get_inventory() for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 1)) do if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then inv:add_item("main", ItemStack(object:get_luaentity().itemstring)) if object:get_luaentity().itemstring ~= "" then minetest.sound_play("item_drop_pickup", { to_player = player:get_player_name(), gain = 0.4, }) end object:get_luaentity().itemstring = "" object:remove() end end end for _,object in ipairs(minetest.env:get_objects_inside_radius(pos, 3)) do if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then if object:get_luaentity().collect then if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then local pos1 = pos pos1.y = pos1.y+0.2 local pos2 = object:getpos() local vec = {x=pos1.x-pos2.x, y=pos1.y-pos2.y, z=pos1.z-pos2.z} vec.x = vec.x*3 vec.y = vec.y*3 vec.z = vec.z*3 object:setvelocity(vec) object:get_luaentity().physical_state = false object:get_luaentity().object:set_properties({ physical = false }) --minetest.after(1, --function(args) local lua = object:get_luaentity() if object == nil or lua == nil or lua.itemstring == nil then return end if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then inv:add_item("main", ItemStack(object:get_luaentity().itemstring)) if object:get_luaentity().itemstring ~= "" then minetest.sound_play("item_drop_pickup", { to_player = player:get_player_name(), gain = 0.4, }) end object:get_luaentity().itemstring = "" object:remove() else --object:setvelocity({x=0,y=0,z=0}) object:setvelocity(vec) object:get_luaentity().physical_state = true object:get_luaentity().object:set_properties({ physical = true }) end --end --, {player, object}) end end end end end end end) end