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initial_properties field in entity definition
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@ -792,8 +792,10 @@ Object Properties
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Entity definition (register_entity)
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{
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Everything from object properties,
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-- entity specific --
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(Deprecated: Everything in object properties is read directly from here)
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initial_properties = <initial object properties>,
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on_activate = function(self, staticdata),
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on_step = function(self, dtime),
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on_punch = function(self, hitter),
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@ -801,6 +803,7 @@ Entity definition (register_entity)
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get_staticdata = function(self),
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^ Called sometimes; the string returned is passed to on_activate when
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the entity is re-activated from static state
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# Also you can define arbitrary member variables here
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myvariable = whatever,
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}
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@ -409,16 +409,17 @@ minetest.register_alias("TNT", "experimental:tnt")
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--
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minetest.register_entity("experimental:dummyball", {
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-- Static definition
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hp_max = 20,
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physical = false,
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collisionbox = {-0.4,-0.4,-0.4, 0.4,0.4,0.4},
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visual = "sprite",
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visual_size = {x=1, y=1},
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textures = {"experimental_dummyball.png"},
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spritediv = {x=1, y=3},
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initial_sprite_basepos = {x=0, y=0},
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-- Dynamic variables
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initial_properties = {
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hp_max = 20,
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physical = false,
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collisionbox = {-0.4,-0.4,-0.4, 0.4,0.4,0.4},
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visual = "sprite",
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visual_size = {x=1, y=1},
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textures = {"experimental_dummyball.png"},
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spritediv = {x=1, y=3},
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initial_sprite_basepos = {x=0, y=0},
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},
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phase = 0,
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phasetimer = 0,
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@ -4887,8 +4887,13 @@ void scriptapi_luaentity_get_properties(lua_State *L, u16 id,
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// Set default values that differ from ObjectProperties defaults
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prop->hp_max = 10;
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// Read stuff
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// Deprecated: read object properties directly
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read_object_properties(L, -1, prop);
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// Read initial_properties
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lua_getfield(L, -1, "initial_properties");
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read_object_properties(L, -1, prop);
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lua_pop(L, 1);
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}
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void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime)
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