Move object pickup code to try_object_pickup(...) and refactor to remove most indentation for readability
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@ -113,6 +113,52 @@ local function disable_physics(object, luaentity, ignore_check, reset_movement)
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end
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end
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end
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end
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local function try_object_pickup(player, inv, object, checkpos)
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if not inv then return end
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-- Check magnet timer
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if not (object:get_luaentity()._magnet_timer >= 0) then return end
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if not (object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time) then return end
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-- Make sure we have room for the item
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local itemstack = ItemStack(object:get_luaentity().itemstring)
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if not inv:room_for_item("main", itemstack ) then
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return
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end
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-- Collection
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if object:get_luaentity()._removed then return end
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-- Ignore if itemstring is not set yet
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if object:get_luaentity().itemstring == "" then return end
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inv:add_item("main", itemstack )
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check_pickup_achievements(object, player)
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-- Destroy entity
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-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
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object:get_luaentity().target = checkpos
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object:get_luaentity()._removed = true
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-- Stop the object
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object:set_velocity(vector.zero())
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object:set_acceleration(vector.zero())
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object:move_to(checkpos)
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-- Update sound pool
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local name = player:get_player_name()
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pool[name] = ( pool[name] or 0 ) + 1
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-- Make sure the object gets removed
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minetest.after(0.25, function()
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--safety check
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if object and object:get_luaentity() then
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object:remove()
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end
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end)
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end
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minetest.register_globalstep(function(_)
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minetest.register_globalstep(function(_)
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tick = not tick
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tick = not tick
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@ -147,40 +193,7 @@ minetest.register_globalstep(function(_)
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object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer
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object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer
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and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
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and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
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if object:get_luaentity()._magnet_timer >= 0 and
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try_object_pickup( player, inv, object, checkpos )
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object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and
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inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
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-- Collection
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if not object:get_luaentity()._removed then
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-- Ignore if itemstring is not set yet
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if object:get_luaentity().itemstring ~= "" then
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inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
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check_pickup_achievements(object, player)
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-- Destroy entity
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-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
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object:get_luaentity().target = checkpos
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object:get_luaentity()._removed = true
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object:set_velocity(vector.zero())
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object:set_acceleration(vector.zero())
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object:move_to(checkpos)
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pool[name] = pool[name] + 1
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minetest.after(0.25, function()
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--safety check
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if object and object:get_luaentity() then
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object:remove()
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end
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end)
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end
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end
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end
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elseif not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then
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elseif not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "mcl_experience:orb" then
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local entity = object:get_luaentity()
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local entity = object:get_luaentity()
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entity.collector = player:get_player_name()
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entity.collector = player:get_player_name()
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