Don't attract item when inventory is full
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1f6548063e
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@ -68,7 +68,7 @@ minetest.register_globalstep(function(dtime)
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity().collect and object:get_luaentity().age > item_drop_settings.age then
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if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity().collect and object:get_luaentity().age > item_drop_settings.age then
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object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
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object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
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if object:get_luaentity()._magnet_timer > 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time then
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if object:get_luaentity()._magnet_timer > 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time then
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if inv and inv:room_for_item("main", ItemStack(itemstring)) then
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if inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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object:get_luaentity()._magnet_active = true
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object:get_luaentity()._magnet_active = true
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object:get_luaentity()._collector_timer = 0
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object:get_luaentity()._collector_timer = 0
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@ -134,11 +134,7 @@ minetest.register_globalstep(function(dtime)
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end, {player, object})
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end, {player, object})
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end
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end
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end
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end
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else
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object:get_luaentity()._magnet_active = false
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end
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end
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else
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object:get_luaentity()._magnet_active = false
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end
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end
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if object:get_luaentity()._magnet_timer > 1 then
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if object:get_luaentity()._magnet_timer > 1 then
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