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Move scriptapi to separate folder (by sapier)
On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
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865f380c91
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87 changed files with 6401 additions and 5584 deletions
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@ -20,7 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "inventorymanager.h"
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#include "log.h"
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#include "environment.h"
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#include "scriptapi.h"
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#include "cpp_api/scriptapi.h"
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#include "serverobject.h"
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#include "main.h" // for g_settings
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#include "settings.h"
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@ -226,9 +226,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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to_inv.type == InventoryLocation::DETACHED &&
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from_inv.name == to_inv.name)
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{
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lua_State *L = player->getEnv()->getLua();
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src_can_take_count = scriptapi_detached_inventory_allow_move(
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L, from_inv.name, from_list, from_i,
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src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
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from_inv.name, from_list, from_i,
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to_list, to_i, try_take_count, player);
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dst_can_put_count = src_can_take_count;
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}
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@ -237,20 +236,18 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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// Destination is detached
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if(to_inv.type == InventoryLocation::DETACHED)
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{
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lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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dst_can_put_count = scriptapi_detached_inventory_allow_put(
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L, to_inv.name, to_list, to_i, src_item, player);
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dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
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to_inv.name, to_list, to_i, src_item, player);
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}
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// Source is detached
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if(from_inv.type == InventoryLocation::DETACHED)
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{
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lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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src_can_take_count = scriptapi_detached_inventory_allow_take(
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L, from_inv.name, from_list, from_i, src_item, player);
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src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
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from_inv.name, from_list, from_i, src_item, player);
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}
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}
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@ -262,9 +259,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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to_inv.type == InventoryLocation::NODEMETA &&
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from_inv.p == to_inv.p)
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{
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lua_State *L = player->getEnv()->getLua();
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src_can_take_count = scriptapi_nodemeta_inventory_allow_move(
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L, from_inv.p, from_list, from_i,
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src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
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from_inv.p, from_list, from_i,
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to_list, to_i, try_take_count, player);
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dst_can_put_count = src_can_take_count;
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}
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@ -273,20 +269,18 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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// Destination is nodemeta
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if(to_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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dst_can_put_count = scriptapi_nodemeta_inventory_allow_put(
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L, to_inv.p, to_list, to_i, src_item, player);
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dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
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to_inv.p, to_list, to_i, src_item, player);
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}
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// Source is nodemeta
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if(from_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
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L, from_inv.p, from_list, from_i, src_item, player);
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src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
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from_inv.p, from_list, from_i, src_item, player);
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}
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}
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@ -412,9 +406,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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to_inv.type == InventoryLocation::DETACHED &&
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from_inv.name == to_inv.name)
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{
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lua_State *L = player->getEnv()->getLua();
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scriptapi_detached_inventory_on_move(
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L, from_inv.name, from_list, from_i,
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PLAYER_TO_SA(player)->detached_inventory_OnMove(
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from_inv.name, from_list, from_i,
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to_list, to_i, count, player);
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}
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else
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@ -422,16 +415,14 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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// Destination is detached
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if(to_inv.type == InventoryLocation::DETACHED)
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{
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lua_State *L = player->getEnv()->getLua();
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scriptapi_detached_inventory_on_put(
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L, to_inv.name, to_list, to_i, src_item, player);
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PLAYER_TO_SA(player)->detached_inventory_OnPut(
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to_inv.name, to_list, to_i, src_item, player);
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}
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// Source is detached
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if(from_inv.type == InventoryLocation::DETACHED)
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{
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lua_State *L = player->getEnv()->getLua();
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scriptapi_detached_inventory_on_take(
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L, from_inv.name, from_list, from_i, src_item, player);
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PLAYER_TO_SA(player)->detached_inventory_OnTake(
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from_inv.name, from_list, from_i, src_item, player);
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}
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}
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@ -442,25 +433,22 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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to_inv.type == InventoryLocation::NODEMETA &&
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from_inv.p == to_inv.p)
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{
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lua_State *L = player->getEnv()->getLua();
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scriptapi_nodemeta_inventory_on_move(
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L, from_inv.p, from_list, from_i,
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PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
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from_inv.p, from_list, from_i,
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to_list, to_i, count, player);
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}
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else{
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// Destination is nodemeta
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if(to_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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scriptapi_nodemeta_inventory_on_put(
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L, to_inv.p, to_list, to_i, src_item, player);
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PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
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to_inv.p, to_list, to_i, src_item, player);
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}
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// Source is nodemeta
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else if(from_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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scriptapi_nodemeta_inventory_on_take(
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L, from_inv.p, from_list, from_i, src_item, player);
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PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
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from_inv.p, from_list, from_i, src_item, player);
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}
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}
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@ -563,21 +551,19 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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// Source is detached
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if(from_inv.type == InventoryLocation::DETACHED)
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{
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lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = take_count;
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src_can_take_count = scriptapi_detached_inventory_allow_take(
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L, from_inv.name, from_list, from_i, src_item, player);
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src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
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from_inv.name, from_list, from_i, src_item, player);
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}
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// Source is nodemeta
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if(from_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = take_count;
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src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
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L, from_inv.p, from_list, from_i, src_item, player);
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src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
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from_inv.p, from_list, from_i, src_item, player);
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}
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if(src_can_take_count != -1 && src_can_take_count < take_count)
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@ -590,7 +576,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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// Drop the item
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ItemStack item1 = list_from->getItem(from_i);
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item1.count = take_count;
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if(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player,
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if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
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player->getBasePosition() + v3f(0,1,0)))
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{
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actually_dropped_count = take_count - item1.count;
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// Source is detached
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if(from_inv.type == InventoryLocation::DETACHED)
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{
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lua_State *L = player->getEnv()->getLua();
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scriptapi_detached_inventory_on_take(
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L, from_inv.name, from_list, from_i, src_item, player);
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PLAYER_TO_SA(player)->detached_inventory_OnTake(
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from_inv.name, from_list, from_i, src_item, player);
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}
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// Source is nodemeta
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if(from_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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scriptapi_nodemeta_inventory_on_take(
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L, from_inv.p, from_list, from_i, src_item, player);
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PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
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from_inv.p, from_list, from_i, src_item, player);
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}
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/*
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