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Set placer to nil instead of a non-functional one in item_OnPlace (#6449)
* Set placer to nil instead of a non-functional one This requires nil checks in core.rotate_node and core.rotate_and_place.
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@ -349,7 +349,7 @@ if INIT == "game" then
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itemstack, pointed_thing)
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return
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end
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local fdir = core.dir_to_facedir(placer:get_look_dir())
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local fdir = placer and core.dir_to_facedir(placer:get_look_dir()) or 0
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local wield_name = itemstack:get_name()
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local above = pointed_thing.above
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@ -369,9 +369,9 @@ if INIT == "game" then
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iswall = false
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end
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if core.is_protected(pos, placer:get_player_name()) then
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core.record_protection_violation(pos,
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placer:get_player_name())
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local name = placer and placer:get_player_name() or ""
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if core.is_protected(pos, name) then
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core.record_protection_violation(pos, name)
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return
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end
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@ -432,9 +432,11 @@ if INIT == "game" then
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end
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core.rotate_node = function(itemstack, placer, pointed_thing)
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local name = placer and placer:get_player_name() or ""
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local invert_wall = placer and placer:get_player_control().sneak or false
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core.rotate_and_place(itemstack, placer, pointed_thing,
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is_creative(placer:get_player_name()),
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{invert_wall = placer:get_player_control().sneak})
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is_creative(name),
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{invert_wall = invert_wall})
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return itemstack
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end
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end
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@ -69,7 +69,12 @@ bool ScriptApiItem::item_OnPlace(ItemStack &item,
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// Call function
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LuaItemStack::create(L, item);
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objectrefGetOrCreate(L, placer);
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if (!placer)
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lua_pushnil(L);
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else
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objectrefGetOrCreate(L, placer);
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pushPointedThing(pointed);
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PCALL_RES(lua_pcall(L, 3, 1, error_handler));
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if (!lua_isnil(L, -1)) {
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@ -291,9 +291,8 @@ int ModApiEnvMod::l_place_node(lua_State *L)
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pointed.type = POINTEDTHING_NODE;
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pointed.node_abovesurface = pos;
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pointed.node_undersurface = pos + v3s16(0,-1,0);
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// Place it with a NULL placer (appears in Lua as a non-functional
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// ObjectRef)
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bool success = scriptIfaceItem->item_OnPlace(item, NULL, pointed);
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// Place it with a NULL placer (appears in Lua as nil)
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bool success = scriptIfaceItem->item_OnPlace(item, nullptr, pointed);
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lua_pushboolean(L, success);
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return 1;
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}
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