Revert "Make item entities a bit more efficient"
This reverts commit ba97dfd02f
because it broke item entities.
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8533ff0b75
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@ -88,15 +88,6 @@ minetest.register_globalstep(function(dtime)
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-- Magnet
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-- Magnet
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else
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else
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--move this to the front so players can see animation before collection
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if not collected then
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if object:get_luaentity()._magnet_timer > 1 then
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object:get_luaentity()._magnet_timer = -item_drop_settings.magnet_time
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object:get_luaentity()._magnet_active = false
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elseif object:get_luaentity()._magnet_timer < 0 then
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object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
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end
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end
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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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@ -104,7 +95,11 @@ minetest.register_globalstep(function(dtime)
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-- Move object to player
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-- Move object to player
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disable_physics(object, object:get_luaentity())
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disable_physics(object, object:get_luaentity())
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object:move_to(checkpos)
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local opos = object:get_pos()
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local vec = vector.subtract(checkpos, opos)
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vec = vector.add(opos, vector.divide(vec, 2))
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object:move_to(vec)
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--fix eternally falling items
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--fix eternally falling items
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minetest.after(0, function(object)
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minetest.after(0, function(object)
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@ -148,6 +143,15 @@ minetest.register_globalstep(function(dtime)
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end
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end
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end
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end
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if not collected then
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if object:get_luaentity()._magnet_timer > 1 then
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object:get_luaentity()._magnet_timer = -item_drop_settings.magnet_time
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object:get_luaentity()._magnet_active = false
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elseif object:get_luaentity()._magnet_timer < 0 then
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object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
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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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end
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