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Additional cleanup, impelemnt partial item stack pickup
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@ -116,30 +116,29 @@ end
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local function try_object_pickup(player, inv, object, checkpos)
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if not inv then return end
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local le = object:get_luaentity()
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-- Check magnet timer
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if not (object:get_luaentity()._magnet_timer >= 0) then return end
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if not (object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time) then return end
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if not (le._magnet_timer >= 0) then return end
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if not (le._magnet_timer < item_drop_settings.magnet_time) then return end
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-- Make sure we have room for the item
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local itemstack = ItemStack(object:get_luaentity().itemstring)
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if not inv:room_for_item("main", itemstack ) then
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return
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end
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-- Collection
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if object:get_luaentity()._removed then return end
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-- Don't try to collect again
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if le._removed then return end
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-- Ignore if itemstring is not set yet
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if object:get_luaentity().itemstring == "" then return end
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if le.itemstring == "" then return end
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inv:add_item("main", itemstack )
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-- Add what we can to the inventory
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local itemstack = ItemStack(le.itemstring)
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local leftovers = inv:add_item("main", itemstack )
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check_pickup_achievements(object, player)
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if leftovers:is_empty() then
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-- Destroy entity
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-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
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object:get_luaentity().target = checkpos
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object:get_luaentity()._removed = true
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le.target = checkpos
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le._removed = true
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-- Stop the object
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object:set_velocity(vector.zero())
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@ -157,6 +156,10 @@ local function try_object_pickup(player, inv, object, checkpos)
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object:remove()
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end
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end)
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else
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-- Update entity itemstring
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le.itemstring = leftovers:to_string()
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end
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end
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minetest.register_globalstep(function(_)
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