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Properly handle dropping of items from nodes, and disallow moving items directly between nodes
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@ -202,6 +202,14 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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// Handle node metadata move
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if(from_inv.type == InventoryLocation::NODEMETA &&
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to_inv.type == InventoryLocation::NODEMETA &&
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from_inv.p != to_inv.p)
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{
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errorstream<<"Directly moving items between two nodes is "
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<<"disallowed."<<std::endl;
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return;
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}
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else if(from_inv.type == InventoryLocation::NODEMETA &&
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to_inv.type == InventoryLocation::NODEMETA &&
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from_inv.p == to_inv.p)
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{
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@ -354,12 +362,31 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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return;
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}
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// Take item from source list
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ItemStack item1;
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if(count == 0)
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item1 = list_from->changeItem(from_i, ItemStack());
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// Handle node metadata take
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if(from_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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int count0 = count;
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if(count0 == 0)
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count0 = list_from->getItem(from_i).count;
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infostream<<player->getDescription()<<" dropping "<<count0
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<<" items from node at "<<PP(from_inv.p)<<std::endl;
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ItemStack return_stack = scriptapi_node_on_metadata_inventory_take(
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L, from_inv.p, from_list, from_i, count0, player);
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if(return_stack.count == 0)
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infostream<<"Node metadata gave no items"<<std::endl;
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item1 = return_stack;
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}
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else
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item1 = list_from->takeItem(from_i, count);
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{
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// Take item from source list
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if(count == 0)
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item1 = list_from->changeItem(from_i, ItemStack());
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else
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item1 = list_from->takeItem(from_i, count);
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}
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// Drop the item and apply the returned ItemStack
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ItemStack item2 = item1;
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