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Rework projectile pickup code (to prevent item duplication bugs), always update _last_pos, short circuit processing behaviors if the entity was removed by a behavior but didn't report it
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@ -61,6 +61,8 @@ end
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function mod.update_projectile(self, dtime)
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function mod.update_projectile(self, dtime)
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if self._removed then return end
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if self._removed then return end
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local pos = self.object:get_pos()
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if not pos then return end
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-- Workaround for randomly occurring velocity change between projectile creation
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-- Workaround for randomly occurring velocity change between projectile creation
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-- and the first time step
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-- and the first time step
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@ -89,7 +91,7 @@ function mod.update_projectile(self, dtime)
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-- Run behaviors
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-- Run behaviors
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local behaviors = entity_vl_projectile.behaviors or {}
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local behaviors = entity_vl_projectile.behaviors or {}
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for i=1,#behaviors do
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for i=1,#behaviors do
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if behaviors[i](self, dtime, entity_def, entity_vl_projectile) then
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if behaviors[i](self, dtime, entity_def, entity_vl_projectile) or self._removed 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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end
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end
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@ -97,6 +99,9 @@ function mod.update_projectile(self, dtime)
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if not self._stuck then
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if not self._stuck then
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mod.projectile_physics(self.object, entity_def)
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mod.projectile_physics(self.object, entity_def)
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end
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end
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-- Update last position
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self._last_pos = pos
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end
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end
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local function damage_particles(pos, is_critical)
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local function damage_particles(pos, is_critical)
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@ -293,15 +298,19 @@ local function stuck_on_step(self, dtime, entity_def, projectile_def)
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if self._in_player then return true end
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if self._in_player then return true end
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-- Pickup arrow if player is nearby (not in Creative Mode)
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-- Pickup arrow if player is nearby (not in Creative Mode)
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if not self._collectable or self._removed then return end
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local objects = minetest.get_objects_inside_radius(pos, 1)
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local objects = minetest.get_objects_inside_radius(pos, 1)
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for i = 1,#objects do
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for i = 1,#objects do
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obj = objects[i]
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local obj = objects[i]
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if obj:is_player() then
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if obj:is_player() then
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local player_name = obj:get_player_name()
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local player_name = obj:get_player_name()
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if self._collectable and not minetest.is_creative_enabled(player_name) then
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if not minetest.is_creative_enabled(player_name) then
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local arrow_item = self._itemstring or self._arrow_item
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local arrow_item = self._itemstring or self._arrow_item
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if arrow_item and minetest.registered_items[arrow_item] and obj:get_inventory():room_for_item("main", arrow_item) then
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if arrow_item and minetest.registered_items[arrow_item] and obj:get_inventory():room_for_item("main", arrow_item) then
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minetest.log("inventory add: "..dump(arrow_item))
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obj:get_inventory():add_item("main", arrow_item)
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obj:get_inventory():add_item("main", arrow_item)
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self._picked_up = true
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minetest.sound_play("item_drop_pickup", {
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minetest.sound_play("item_drop_pickup", {
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pos = pos,
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pos = pos,
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@ -309,13 +318,12 @@ local function stuck_on_step(self, dtime, entity_def, projectile_def)
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gain = 1.0,
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gain = 1.0,
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}, true)
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}, true)
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end
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end
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end
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mcl_burning.extinguish(self.object)
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mcl_util.remove_entity(self)
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return
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end
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return true
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mcl_burning.extinguish(self.object)
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mcl_util.remove_entity(self)
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return
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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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@ -332,13 +340,9 @@ end
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function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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if not pos then return end
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-- Don't try to do anything on first update
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-- Don't try to do anything on first update
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if not self._last_pos then
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if not self._last_pos then return end
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self._last_pos = pos
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return
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end
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-- Check if the object can collide with this node
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-- Check if the object can collide with this node
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local node = minetest.get_node(pos)
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local node = minetest.get_node(pos)
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