Fix annoying drops when digging banner in creative
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@ -47,6 +47,25 @@ local layer_ratio = 255
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local standing_banner_entity_offset = { x=0, y=-0.499, z=0 }
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local hanging_banner_entity_offset = { x=0, y=-1.7, z=0 }
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local on_dig_banner = function(pos, node, digger)
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-- Check protection
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local name = digger:get_player_name()
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if minetest.is_protected(pos, name) then
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minetest.register_protection_violation(pos, name)
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return
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end
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-- Drop item
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local meta = minetest.get_meta(pos)
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local item = meta:get_inventory():get_stack("banner", 1)
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if not item:is_empty() then
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minetest.handle_node_drops(pos, {item:to_string()}, digger)
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else
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minetest.handle_node_drops(pos, {"mcl_bannes:banner_item_white"}, digger)
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end
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-- Remove node
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minetest.remove_node(pos)
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end
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local on_destruct_banner = function(pos, hanging)
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local offset, nodename
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if hanging then
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@ -56,7 +75,7 @@ local on_destruct_banner = function(pos, hanging)
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offset = standing_banner_entity_offset
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nodename = "mcl_banners:standing_banner"
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end
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-- Find this node's banner entity and make it drop as an item
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-- Find this node's banner entity and remove it
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local checkpos = vector.add(pos, offset)
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local objects = minetest.get_objects_inside_radius(checkpos, 0.5)
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for _, v in ipairs(objects) do
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@ -65,14 +84,6 @@ local on_destruct_banner = function(pos, hanging)
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v:remove()
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end
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end
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-- Drop item
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local meta = minetest.get_meta(pos)
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local item = meta:get_inventory():get_stack("banner", 1)
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if not item:is_empty() then
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minetest.add_item(pos, item)
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else
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minetest.add_item(pos, "mcl_banners:banner_item_white")
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end
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end
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local on_destruct_standing_banner = function(pos)
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@ -207,6 +218,7 @@ minetest.register_node("mcl_banners:standing_banner", {
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sounds = node_sounds,
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drop = "", -- Item drops are handled in entity code
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on_dig = on_dig_banner,
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on_destruct = on_destruct_standing_banner,
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on_punch = function(pos, node)
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respawn_banner_entity(pos, node)
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@ -238,6 +250,7 @@ minetest.register_node("mcl_banners:hanging_banner", {
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sounds = node_sounds,
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drop = "", -- Item drops are handled in entity code
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on_dig = on_dig_banner,
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on_destruct = on_destruct_hanging_banner,
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on_punch = function(pos, node)
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respawn_banner_entity(pos, node)
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