--basic settings item_drop_settings = {} --settings table item_drop_settings.radius_magnet = 2.5 --radius of item magnet item_drop_settings.radius_collect = 0.4 --radius of collection item_drop_settings.player_collect_height = 1.5 --added to their pos y value local delay = 0 local timer = 0 local sneak = {} minetest.register_on_joinplayer(function(player) local player_name = player:get_player_name() sneak[player_name] = false end) minetest.register_on_leaveplayer(function(player) local player_name = player:get_player_name() sneak[player_name] = nil end) minetest.register_globalstep(function(dtime) timer = timer + dtime -- every 1 second if timer >= 1 then for _, player in ipairs(minetest.get_connected_players()) do local control = player:get_player_control() local player_hp = player:get_hp() local player_name = player:get_player_name() if control.sneak and (player_hp > 0 or not minetest.settings:get_bool("enable_damage")) then -- [Shift + E + Q] single drop item -- autopickup after delay if control.aux1 then delay = 3 end if delay > 0 then minetest.after(delay, function() delay = 0 end) return else pick_dropped_items(player) end end -- hide nametag when sneaking if control.sneak ~= sneak[player_name] then if control.sneak and player_hp > 0 then local nametag_tbl = player:get_nametag_attributes() nametag_tbl.color.a = 0 player:set_nametag_attributes(nametag_tbl) player:set_properties{makes_footstep_sound = false} else local nametag_tbl = player:get_nametag_attributes() nametag_tbl.color.a = 255 player:set_nametag_attributes(nametag_tbl) player:set_properties{makes_footstep_sound = true} end sneak[player_name] = control.sneak end end timer = 0 end end) function pick_dropped_items(player) local pos = player:getpos() local inv = player:get_inventory() --collection for _,object in ipairs(minetest.get_objects_inside_radius({x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}, item_drop_settings.radius_collect)) 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", { pos = pos, max_hear_distance = 16, gain = 0.4, }) end object:get_luaentity().itemstring = "" object:remove() end end end --magnet for _,object in ipairs(minetest.get_objects_inside_radius({x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}, item_drop_settings.radius_magnet)) do if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then object:get_luaentity().collect = true 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+item_drop_settings.player_collect_height)-pos2.y, z=pos1.z-pos2.z} vec.x = pos2.x + vec.x vec.y = pos2.y + vec.y vec.z = pos2.z + vec.z object:moveto(vec) object:get_luaentity().physical_state = false object:get_luaentity().object:set_properties({ physical = false }) object:setacceleration({x=0, y=0, z=0}) object:setvelocity({x=0, y=0, z=0}) --fix eternally falling items minetest.after(0, function() object:setacceleration({x=0, y=0, z=0}) object:setvelocity({x=0, y=0, z=0}) end) 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", { pos = pos, max_hear_distance = 100, gain = 0.4, }) end object:get_luaentity().itemstring = "" object:remove() else object:setvelocity({x=0,y=0,z=0}) object:get_luaentity().physical_state = true object:get_luaentity().object:set_properties({ physical = true }) end end, {player, object}) end end end end end