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Check item_drop amount clientside (#6242)
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@ -420,19 +420,16 @@ end
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function core.item_drop(itemstack, dropper, pos)
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if dropper and dropper:is_player() then
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local v = dropper:get_look_dir()
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local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
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local cs = itemstack:get_count()
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if dropper:get_player_control().sneak then
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cs = 1
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end
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local item = itemstack:take_item(cs)
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local dir = dropper:get_look_dir()
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local p = {x = pos.x, y = pos.y + 1.2, z = pos.z}
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local cnt = itemstack:get_count()
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local item = itemstack:take_item(cnt)
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local obj = core.add_item(p, item)
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if obj then
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v.x = v.x*2
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v.y = v.y*2 + 2
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v.z = v.z*2
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obj:setvelocity(v)
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dir.x = dir.x * 2
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dir.y = dir.y * 2 + 2
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dir.z = dir.z * 2
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obj:set_velocity(dir)
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obj:get_luaentity().dropped_by = dropper:get_player_name()
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return itemstack
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end
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@ -1251,7 +1251,7 @@ protected:
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void processKeyInput();
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void processItemSelection(u16 *new_playeritem);
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void dropSelectedItem();
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void dropSelectedItem(bool single_item = false);
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void openInventory();
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void openConsole(float scale, const wchar_t *line=NULL);
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void toggleFreeMove();
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@ -2499,7 +2499,7 @@ void Game::processUserInput(f32 dtime)
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void Game::processKeyInput()
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{
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if (wasKeyDown(KeyType::DROP)) {
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dropSelectedItem();
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dropSelectedItem(isKeyDown(KeyType::SNEAK));
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} else if (wasKeyDown(KeyType::AUTOFORWARD)) {
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toggleAutoforward();
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} else if (wasKeyDown(KeyType::INVENTORY)) {
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@ -2645,10 +2645,10 @@ void Game::processItemSelection(u16 *new_playeritem)
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}
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void Game::dropSelectedItem()
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void Game::dropSelectedItem(bool single_item)
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{
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IDropAction *a = new IDropAction();
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a->count = 0;
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a->count = single_item ? 1 : 0;
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a->from_inv.setCurrentPlayer();
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a->from_list = "main";
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a->from_i = client->getPlayerItem();
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