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Add ObjRef:is_player() and modify ObjRef:get_player_name() to always return a string to aid better inter-object compatibility of code that assumes objects to be players
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@ -44,7 +44,7 @@ function minetest.get_connected_players()
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-- This could be optimized a bit, but leave that for later
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local list = {}
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for _, obj in pairs(minetest.env:get_objects_inside_radius({x=0,y=0,z=0}, 1000000)) do
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if obj:get_player_name() then
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if obj:is_player() then
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table.insert(list, obj)
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end
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end
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@ -913,7 +913,8 @@ LuaEntitySAO-only: (no-op for other objects)
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- get_entity_name() (DEPRECATED: Will be removed in a future version)
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- get_luaentity()
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Player-only: (no-op for other objects)
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- get_player_name(): will return nil if is not a player
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- is_player(): true for players, false for others
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- get_player_name(): returns "" if is not a player
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- get_look_dir(): get camera direction as a unit vector
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- get_look_pitch(): pitch in radians
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- get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
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@ -2683,6 +2683,15 @@ private:
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}
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/* Player-only */
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// is_player(self)
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static int l_is_player(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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Player *player = getplayer(ref);
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lua_pushboolean(L, (player != NULL));
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return 1;
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}
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// get_player_name(self)
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static int l_get_player_name(lua_State *L)
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@ -2690,7 +2699,7 @@ private:
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ObjectRef *ref = checkobject(L, 1);
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Player *player = getplayer(ref);
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if(player == NULL){
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lua_pushnil(L);
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lua_pushlstring(L, "", 0);
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return 1;
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}
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// Do it
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