Make clocks work when dropped
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@ -98,7 +98,7 @@ end
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minetest.register_globalstep(function(dtime)
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tick = not tick
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for _,player in pairs(minetest.get_connected_players()) do
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@ -106,7 +106,7 @@ minetest.register_globalstep(function(dtime)
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local name = player:get_player_name()
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local pos = player:get_pos()
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if tick == true and pool[name] > 0 then
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@ -124,7 +124,7 @@ minetest.register_globalstep(function(dtime)
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end
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local inv = player:get_inventory()
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local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}
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@ -428,6 +428,7 @@ minetest.register_entity(":__builtin:item", {
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description = def.description
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glow = def.light_source
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end
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self.is_clock = minetest.get_item_group(itemname, "clock") > 0
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local s = 0.2 + 0.1 * (count / max_count)
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local wield_scale = (def and def.wield_scale and def.wield_scale.x) or 1
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local c = s
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@ -593,6 +594,12 @@ minetest.register_entity(":__builtin:item", {
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local node = minetest.get_node_or_nil(p)
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local in_unloaded = (node == nil)
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if self.is_clock then
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self.object:set_properties({
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textures = {"mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame)}
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})
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end
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-- If no collector was found for a long enough time, declare the magnet as disabled
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if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
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self._magnet_active = false
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