Save metainfo for falling nodes
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ff80696947
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@ -18,9 +18,11 @@ core.register_entity(":__builtin:falling_node", {
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},
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node = {},
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meta = {},
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set_node = function(self, node)
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set_node = function(self, node, meta)
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self.node = node
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self.meta = meta or {}
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self.object:set_properties({
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is_visible = true,
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textures = {node.name},
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@ -28,15 +30,21 @@ core.register_entity(":__builtin:falling_node", {
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end,
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get_staticdata = function(self)
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return core.serialize(self.node)
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local ds = {
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node = self.node,
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meta = self.meta,
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}
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return core.serialize(ds)
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end,
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal = 1})
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local node = core.deserialize(staticdata)
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if node then
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self:set_node(node)
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local ds = core.deserialize(staticdata)
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if ds and ds.node then
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self:set_node(ds.node, ds.meta)
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elseif ds then
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self:set_node(ds)
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elseif staticdata ~= "" then
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self:set_node({name = staticdata})
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end
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@ -98,6 +106,10 @@ core.register_entity(":__builtin:falling_node", {
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-- Create node and remove entity
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if core.registered_nodes[self.node.name] then
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core.add_node(np, self.node)
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if self.meta then
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local meta = core.get_meta(np)
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meta:from_table(self.meta)
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end
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end
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self.object:remove()
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core.check_for_falling(np)
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@ -111,10 +123,10 @@ core.register_entity(":__builtin:falling_node", {
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end
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})
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local function spawn_falling_node(p, node)
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local function spawn_falling_node(p, node, meta)
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local obj = core.add_entity(p, "__builtin:falling_node")
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if obj then
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obj:get_luaentity():set_node(node)
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obj:get_luaentity():set_node(node, meta)
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end
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end
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@ -189,8 +201,13 @@ function core.check_single_for_falling(p)
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(not d_bottom.walkable or d_bottom.buildable_to) then
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n.level = core.get_node_level(p)
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local meta = core.get_meta(p)
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local metatable = {}
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if meta ~= nil then
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metatable = meta:to_table()
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end
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core.remove_node(p)
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spawn_falling_node(p, n)
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spawn_falling_node(p, n, metatable)
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return true
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end
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end
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