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make items float in water sources
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commit
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@ -666,6 +666,7 @@ minetest.register_entity(":__builtin:item", {
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-- Destroy item in lava, fire or special nodes
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-- Destroy item in lava, fire or special nodes
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local nn = node.name
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local nn = node.name
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local is_in_water = (minetest.get_item_group(nn, "water") ~= 0)
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local def = minetest.registered_nodes[nn]
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local def = minetest.registered_nodes[nn]
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local lg = minetest.get_item_group(nn, "lava")
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local lg = minetest.get_item_group(nn, "lava")
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local fg = minetest.get_item_group(nn, "fire")
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local fg = minetest.get_item_group(nn, "fire")
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@ -695,7 +696,7 @@ minetest.register_entity(":__builtin:item", {
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end
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end
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-- Push item out when stuck inside solid opaque node
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-- Push item out when stuck inside solid opaque node
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if def and def.walkable and def.groups and def.groups.opaque == 1 then
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if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
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local shootdir
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local shootdir
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local cx = (p.x % 1) - 0.5
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local cx = (p.x % 1) - 0.5
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local cz = (p.z % 1) - 0.5
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local cz = (p.z % 1) - 0.5
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@ -775,8 +776,10 @@ minetest.register_entity(":__builtin:item", {
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return
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return
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end
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end
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local is_floating_on_water = false
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-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
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-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
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if def and def.liquidtype == "flowing" or def.liquidtype == "source" then
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if def and (def.liquidtype == "flowing" or def.liquidtype == "source") then
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self._flowing = true
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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--[[ Get flowing direction (function call from flowlib), if there's a liquid.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
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@ -798,10 +801,27 @@ minetest.register_entity(":__builtin:item", {
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})
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})
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return
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return
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end
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end
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elseif self._flowing == true then
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if is_in_water and def.liquidtype == "source" then
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local cur_vec = self.object:get_velocity()
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-- apply some acceleration in the opposite direction so it doesn't slide forever
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local vec = {
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x = 0 -cur_vec.x*0.9,
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y = 3 -cur_vec.y*0.9,
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z = 0 -cur_vec.z*0.9}
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self.object:set_acceleration(vec)
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if self.physical_state ~= false or self._flowing ~= true then
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self.physical_state = true
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self._flowing = true
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self.object:set_properties({
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physical = true
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})
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end
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end
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elseif self._flowing == true and not is_in_water then
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-- Disable flowing physics if not on/in flowing liquid
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-- Disable flowing physics if not on/in flowing liquid
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self._flowing = false
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self._flowing = false
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enable_physics(self.object, self, true)
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local pos = self.object:get_pos()
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disable_physics(self.object, self, false, false)
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return
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return
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end
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end
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@ -822,8 +842,10 @@ minetest.register_entity(":__builtin:item", {
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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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if not is_in_water then
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disable_physics(self.object, self)
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disable_physics(self.object, self)
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end
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end
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end
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else
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else
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if self._magnet_active == false then
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if self._magnet_active == false then
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enable_physics(self.object, self)
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enable_physics(self.object, self)
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