return success, pos
end
-function core.find_item(item)
+function core.find_item(item, mini, maxi)
for index, stack in ipairs(core.get_inventory("current_player").main) do
- if stack:get_name() == item then
+ if (not mini or index >= mini) and (not maxi or index <= maxi) and stack:get_name() == item then
return index
end
end
function core.switch_to_item(item)
local i = core.find_item(item)
if i then
- core.localplayer:set_wield_index(i - 1)
+ core.localplayer:set_wield_index(i)
return true
else
return false
function core.get_pointed_thing()
local pos = core.camera:get_pos()
local pos2 = vector.add(pos, vector.multiply(core.camera:get_look_dir(), 5))
- local ray = core.raycast(pos, pos2, true, core.settings:get_bool("point_liquids") or core.get_item_def(core.localplayer:get_wielded_item():get_name()).liquids_pointable)
- return ray:next()
+ local player = core.localplayer
+ if not player then return end
+ local item = player:get_wielded_item()
+ if not item then return end
+ local def = core.get_item_def(item:get_name())
+ local ray = core.raycast(pos, pos2, true, core.settings:get_bool("point_liquids") or def and def.liquids_pointable)
+ return ray and ray:next()
end