-- -- Item drop mod -- By PilzAdam -- Tweaked by Kaadmy, for Pixture -- item_drop = {} function item_drop.drop_item(pos, itemstack) local rpos = { x = pos.x + math.random(-0.3, 0.3), y = pos.y, z = pos.z + math.random(-0.3, 0.3) } local drop = minetest.add_item(rpos, itemstack) if drop ~= nil then local x = math.random(1, 5) if math.random(1, 2) == 1 then x = -x end local z = math.random(1, 5) if math.random(1, 2) == 1 then z = -z end drop:setvelocity({x = 1 / x, y = drop:getvelocity().y, z = 1 / z}) end end local function valid(object) return object:get_luaentity().timer ~= nil and object:get_luaentity().timer > 1 end minetest.register_globalstep( function(dtime) for _,player in ipairs(minetest.get_connected_players()) do if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then local pos = player:getpos() local inv = player:get_inventory() local in_radius = minetest.get_objects_inside_radius(pos, 6.0) for _,object in ipairs(in_radius) do if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and valid(object) 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 } local len = vector.length(vec) if len < 1.35 then if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then if len > 0.5 then vec = vector.divide(vec, len) -- It's a normalize but we have len yet (vector.normalize(vec)) 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}) else 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(lua.itemstring)) then inv:add_item("main", ItemStack(lua.itemstring)) if lua.itemstring ~= "" then minetest.sound_play( "item_drop_pickup", { pos = pos, gain = 0.3, max_hear_distance = 16 }) end lua.itemstring = "" object:remove() end end end else object:setvelocity({x = 0, y = object:getvelocity().y, z = 0}) object:get_luaentity().physical_state = true object:get_luaentity().object:set_properties({physical = true}) end end end end end end) function minetest.handle_node_drops(pos, drops, digger) for _,item in ipairs(drops) do local count, name if type(item) == "string" then count = 1 name = item else count = item:get_count() name = item:get_name() end for i=1,count do local obj = minetest.add_item(pos, name) if obj ~= nil then local x = math.random(1, 5) if math.random(1,2) == 1 then x = -x end local z = math.random(1, 5) if math.random(1,2) == 1 then z = -z end obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z}) -- FIXME this doesnt work for deactiveted objects if minetest.settings:get("remove_items") and tonumber(minetest.settings:get("remove_items")) then minetest.after(tonumber(minetest.settings:get("remove_items")), function(obj) obj:remove() end, obj) end end end end end default.log("mod:item_drop", "loaded")