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Sound fix, preserve _itemstring as well
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435e2cbf7f
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@ -43,7 +43,7 @@ local arrow_entity = {
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_fire_damage_resistant = true,
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_save_fields = {
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"last_pos", "startpos", "damage", "is_critical", "stuck", "stuckin", "stuckin_player", "time_in_air", "vl_projectile", "collectable", "arrow_item",
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"last_pos", "startpos", "damage", "is_critical", "stuck", "stuckin", "stuckin_player", "time_in_air", "vl_projectile", "collectable", "arrow_item", "itemstring"
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},
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_damage=1, -- Damage on impact
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@ -310,14 +310,14 @@ local function stuck_on_step(self, dtime, entity_def, projectile_def)
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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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obj:get_inventory():add_item("main", arrow_item)
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self._picked_up = true
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end
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end
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minetest.sound_play("item_drop_pickup", {
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pos = pos,
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max_hear_distance = 16,
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gain = 1.0,
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}, true)
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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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