Optimize a bit.
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9886c4f5b6
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3bb3d59dbb
@ -15,26 +15,16 @@ minetest.register_globalstep(
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local pos = player:getpos()
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local pos = player:getpos()
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local inv = player:get_inventory()
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local inv = player:get_inventory()
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, 0.5)) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and valid(object) then
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if inv and 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", {pos = pos, gain = 0.1, max_hear_distance = 8})
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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(minetest.get_objects_inside_radius(pos, 1.25)) do
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1.25)) do
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and valid(object) then
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and valid(object) then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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local pos1 = pos
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local pos1 = pos
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pos1.y = pos1.y+0.2
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pos1.y = pos1.y+0.2
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local pos2 = object:getpos()
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local pos2 = object:getpos()
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local vec = vector.normalize({x=pos1.x-pos2.x, y=pos1.y-pos2.y, z=pos1.z-pos2.z})
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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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local len = vector.length(vec)
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if len > 0.5 then
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vec = vector.divide(vec, len) -- it's a normalize but we have len yet (vector.normalize(vec))
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vec.x = vec.x*3
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vec.x = vec.x*3
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vec.y = vec.y*3
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vec.y = vec.y*3
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vec.z = vec.z*3
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vec.z = vec.z*3
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@ -44,31 +34,27 @@ minetest.register_globalstep(
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{
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{
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physical = false
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physical = false
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})
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})
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else
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minetest.after(
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1,
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function(args)
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local lua = object:get_luaentity()
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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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if object == nil or lua == nil or lua.itemstring == nil then
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return
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return
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end
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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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if inv:room_for_item("main", ItemStack(lua.itemstring)) then
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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inv:add_item("main", ItemStack(lua.itemstring))
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if object:get_luaentity().itemstring ~= "" then
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if lua.itemstring ~= "" then
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minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.3, max_hear_distance = 16})
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minetest.sound_play("item_drop_pickup", {pos = pos, gain = 0.3, max_hear_distance = 16})
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end
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end
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object:get_luaentity().itemstring = ""
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lua.itemstring = ""
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object:remove()
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object:remove()
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else
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else
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object:setvelocity({x = 0, y = 0, z = 0})
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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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lua.physical_state = true
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object:get_luaentity().object:set_properties(
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lua.object:set_properties(
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{
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{
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physical = true
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physical = true
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})
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})
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end
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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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