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Fix item duplication if player dies during interact callback (alternative) (#11662)
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7 changed files with 118 additions and 56 deletions
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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "cpp_api/s_base.h"
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#include "irr_v3d.h"
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#include "util/Optional.h"
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struct PointedThing;
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struct ItemStack;
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@ -35,13 +36,20 @@ class ScriptApiItem
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: virtual public ScriptApiBase
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{
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public:
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/*
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* Functions with Optional<ItemStack> are for callbacks where Lua may
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* want to prevent the engine from modifying the inventory after it's done.
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* This has a longer backstory where on_use may need to empty the player's
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* inventory without the engine interfering (see issue #6546).
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*/
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bool item_OnDrop(ItemStack &item,
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ServerActiveObject *dropper, v3f pos);
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bool item_OnPlace(ItemStack &item,
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bool item_OnPlace(Optional<ItemStack> &item,
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ServerActiveObject *placer, const PointedThing &pointed);
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bool item_OnUse(ItemStack &item,
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bool item_OnUse(Optional<ItemStack> &item,
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ServerActiveObject *user, const PointedThing &pointed);
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bool item_OnSecondaryUse(ItemStack &item,
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bool item_OnSecondaryUse(Optional<ItemStack> &item,
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ServerActiveObject *user, const PointedThing &pointed);
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bool item_OnCraft(ItemStack &item, ServerActiveObject *user,
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const InventoryList *old_craft_grid, const InventoryLocation &craft_inv);
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