Make items flow on water and burst in lava again
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@ -361,9 +361,72 @@ core.register_entity(":__builtin:item", {
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self.object:set_properties({physical = false})
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return
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end
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-- Destroy item in lava and other igniters
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local nn = node.name
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if (minetest.registered_nodes[nn] and minetest.registered_nodes[nn].damage_per_second > 0) or nn == "maptools:igniter" then
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minetest.sound_play("builtin_item_lava", {pos = self.object:getpos(), gain = 0.5})
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self.object:remove()
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return
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end
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-- Move item around on flowing liquids
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if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].liquidtype == "flowing" then
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local get_flowing_dir = function(self)
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local pos = self.object:getpos()
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local param2 = minetest.get_node(pos).param2
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for i,d in ipairs({-1, 1, -1, 1}) do
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if i<3 then
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pos.x = pos.x+d
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else
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pos.z = pos.z+d
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end
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local name = minetest.get_node(pos).name
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local par2 = minetest.get_node(pos).param2
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if name == "mcl_core:water_flowing" and par2 < param2 then
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return pos
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end
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if i<3 then
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pos.x = pos.x-d
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else
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pos.z = pos.z-d
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end
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end
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end
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local vec = get_flowing_dir(self)
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if vec then
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local v = self.object:getvelocity()
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-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
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local f = 1.39
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if vec and vec.x-p.x > 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = f, y = -0.22, z = 0})
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elseif vec and vec.x-p.x < 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = -f, y = -0.22, z = 0})
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elseif vec and vec.z-p.z > 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = 0, y = -0.22, z = f})
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elseif vec and vec.z-p.z < 0 then
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:setvelocity({x = 0, y = -0.22, z = -f})
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end
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self.object:setacceleration({x = 0, y = -10, z = 0})
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self.physical_state = true
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self.object:set_properties({
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physical = true
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})
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return
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end
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end
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-- If node is not registered or node is walkably solid and resting on nodebox
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local v = self.object:getvelocity()
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if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
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if self.physical_state then
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local own_stack = ItemStack(self.object:get_luaentity().itemstring)
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