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fix incorrect drop behavior when stipping bogus color
in the case of full inv. Should be the same as normal Minetest behavior now: In survival mode, the node is deleted, then: * If there is room in your inv, you get whatever the node would normally give you. * If there's no room, the node drops to the ground as an item entity. In creative mode, the node is deleted, then: * If you don't already have one of the item, you get one. * If you already have one, or if there's no room in your inventory, "you'll get nothing and LIKE it!" :-) Also: made sure to check for creative priv as well as proper creative mode.
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parent
0082b1513a
commit
9271f07f12
10
init.lua
10
init.lua
@ -197,9 +197,13 @@ minetest.register_on_placenode(
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-- The complementary function: strip-off the color if the node being dug is still white/neutral
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-- The complementary function: strip-off the color if the node being dug is still white/neutral
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local function move_item(item, pos, inv)
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local function move_item(item, pos, inv, digger)
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if not creative_mode or not inv:contains_item("main", item, true) then
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local creative = creative_mode or minetest.check_player_privs(digger, "creative")
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if inv:room_for_item("main", item)
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and (not creative or not inv:contains_item("main", item, true)) then
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inv:add_item("main", item)
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inv:add_item("main", item)
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elseif not creative then
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minetest.item_drop(item, digger, pos)
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end
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end
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minetest.remove_node(pos)
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minetest.remove_node(pos)
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end
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end
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@ -227,7 +231,7 @@ function unifieddyes.on_dig(pos, node, digger)
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local inv = digger:get_inventory()
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local inv = digger:get_inventory()
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if del_color then
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if del_color then
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if inv:room_for_item("main", node.name) then move_item(node.name, pos, inv) end
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move_item(node.name, pos, inv, digger)
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else
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else
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return minetest.node_dig(pos, node, digger)
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return minetest.node_dig(pos, node, digger)
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end
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end
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