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Adds the possibility to colorize item stacks based on their metadata. In the item/node definition you can specify palette (an image file) and color (fallback color if the item has no palette or metadata). Then you can add palette_index to the metadata. Dropped itemstacks with different colors do not merge.
230 lines
6.5 KiB
Lua
230 lines
6.5 KiB
Lua
-- Minetest: builtin/item_entity.lua
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function core.spawn_item(pos, item)
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-- Take item in any format
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local stack = ItemStack(item)
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local obj = core.add_entity(pos, "__builtin:item")
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-- Don't use obj if it couldn't be added to the map.
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if obj then
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obj:get_luaentity():set_item(stack:to_string())
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end
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return obj
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end
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-- If item_entity_ttl is not set, enity will have default life time
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-- Setting it to -1 disables the feature
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local time_to_live = tonumber(core.setting_get("item_entity_ttl"))
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if not time_to_live then
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time_to_live = 900
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end
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core.register_entity(":__builtin:item", {
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initial_properties = {
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hp_max = 1,
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physical = true,
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collide_with_objects = false,
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collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
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visual = "wielditem",
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visual_size = {x = 0.4, y = 0.4},
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textures = {""},
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spritediv = {x = 1, y = 1},
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initial_sprite_basepos = {x = 0, y = 0},
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is_visible = false,
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},
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itemstring = '',
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physical_state = true,
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age = 0,
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set_item = function(self, itemstring)
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self.itemstring = itemstring
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local stack = ItemStack(itemstring)
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local count = stack:get_count()
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local max_count = stack:get_stack_max()
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if count > max_count then
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count = max_count
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self.itemstring = stack:get_name().." "..max_count
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end
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local s = 0.2 + 0.1 * (count / max_count)
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local c = s
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local itemtable = stack:to_table()
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local itemname = nil
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if itemtable then
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itemname = stack:to_table().name
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end
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-- Backwards compatibility: old clients use the texture
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-- to get the type of the item
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local item_texture = nil
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local item_type = ""
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if core.registered_items[itemname] then
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item_texture = core.registered_items[itemname].inventory_image
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item_type = core.registered_items[itemname].type
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end
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local prop = {
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is_visible = true,
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visual = "wielditem",
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textures = {itemname},
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c},
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automatic_rotate = math.pi * 0.5,
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wield_item = itemstring,
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}
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self.object:set_properties(prop)
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end,
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get_staticdata = function(self)
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return core.serialize({
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itemstring = self.itemstring,
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always_collect = self.always_collect,
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age = self.age,
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dropped_by = self.dropped_by
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})
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end,
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on_activate = function(self, staticdata, dtime_s)
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if string.sub(staticdata, 1, string.len("return")) == "return" then
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local data = core.deserialize(staticdata)
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if data and type(data) == "table" then
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self.itemstring = data.itemstring
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self.always_collect = data.always_collect
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if data.age then
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self.age = data.age + dtime_s
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else
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self.age = dtime_s
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end
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self.dropped_by = data.dropped_by
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end
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else
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self.itemstring = staticdata
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end
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self.object:set_armor_groups({immortal = 1})
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self.object:setvelocity({x = 0, y = 2, z = 0})
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self:set_item(self.itemstring)
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end,
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-- moves items from this stack to an other stack
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try_merge_with = function(self, own_stack, object, obj)
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-- other item's stack
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local stack = ItemStack(obj.itemstring)
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-- only merge if items are the same
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if own_stack:get_name() == stack:get_name() and
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own_stack:get_meta() == stack:get_meta() and
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own_stack:get_wear() == stack:get_wear() and
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stack:get_free_space() > 0 then
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local overflow = false
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local count = stack:get_count() + own_stack:get_count()
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local max_count = stack:get_stack_max()
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if count > max_count then
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overflow = true
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stack:set_count(max_count)
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count = count - max_count
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own_stack:set_count(count)
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else
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self.itemstring = ''
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stack:set_count(count)
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end
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local pos = object:getpos()
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pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
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object:moveto(pos, false)
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local s, c
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if not overflow then
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obj.itemstring = stack:to_string()
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s = 0.2 + 0.1 * (count / max_count)
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c = s
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object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c},
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wield_item = obj.itemstring
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})
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self.object:remove()
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-- merging succeeded
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return true
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else
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s = 0.4
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c = 0.3
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obj.itemstring = stack:to_string()
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object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c},
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wield_item = obj.itemstring
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})
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s = 0.2 + 0.1 * (count / max_count)
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c = s
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self.itemstring = own_stack:to_string()
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self.object:set_properties({
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c},
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wield_item = self.itemstring
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})
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end
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end
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-- merging didn't succeed
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return false
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end,
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on_step = function(self, dtime)
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self.age = self.age + dtime
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if time_to_live > 0 and self.age > time_to_live then
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self.itemstring = ''
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self.object:remove()
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return
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end
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local p = self.object:getpos()
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p.y = p.y - 0.5
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local node = core.get_node_or_nil(p)
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local in_unloaded = (node == nil)
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if in_unloaded then
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-- Don't infinetly fall into unloaded map
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({physical = false})
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return
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end
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local nn = node.name
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-- If node is not registered or node is walkably solid and resting on nodebox
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local v = self.object:getvelocity()
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if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
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if self.physical_state then
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local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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-- Merge with close entities of the same item
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for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
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local obj = object:get_luaentity()
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if obj and obj.name == "__builtin:item"
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and obj.physical_state == false then
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if self:try_merge_with(own_stack, object, obj) then
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return
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end
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end
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end
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.physical_state = false
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self.object:set_properties({physical = false})
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end
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else
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if not self.physical_state then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.physical_state = true
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self.object:set_properties({physical = true})
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end
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end
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end,
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on_punch = function(self, hitter)
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local inv = hitter:get_inventory()
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if inv and self.itemstring ~= '' then
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local left = inv:add_item("main", self.itemstring)
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if left and not left:is_empty() then
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self.itemstring = left:to_string()
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return
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end
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end
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self.itemstring = ''
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self.object:remove()
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end,
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})
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