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	Add a minetest_game API documentation
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minetest_game API
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======================
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GitHub Repo: https://github.com/BlockMen/minetest_game
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Introduction
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------------
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The minetest_game gamemode offers multiple new possibilities in addition to Minetest's built-in API, allowing you to
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add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
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For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
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Please note:
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	[XYZ] refers to a section the Minetest API
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	[#ABC] refers to a section in this document
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	^ Explanation for line above
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Bucket API
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----------
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The bucket API allows registering new types of buckets for non-default liquids.
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	bucket.register_liquid(
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		"default:lava_source",		-- Source node name
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		"default:lava_flowing",		-- Flowing node name
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		"bucket:bucket_lava",		-- Name to be used for bucket
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		"bucket_lava.png",			-- Bucket texture (for wielditem and inventory_image)
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		"Lava Bucket"				-- Bucket description
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	)
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Doors API
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---------
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The doors mod allows modders to register custom doors.
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	doors:register_door(name, def)
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	^ Notice the ":" instaed of "."!
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	^ name: "Door name"
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	^ def: See [#Door definition]
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#Door definition
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----------------
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{
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	description = "Door description",
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	inventory_image = "mod_door_inv.png",
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	groups = {group = 1},
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	tiles_bottom: [Tile definition],
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	^ the tiles of the bottom part of the door {front, side}
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	tiles_top: [Tile definition],
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	^ the tiles of the bottom part of the door {front, side}
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	node_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
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	node_box_top = regular nodebox, see [Node boxes], OPTIONAL,
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	selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
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	selection_box_top = regular nodebox, see [Node boxes], OPTIONAL,
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	only_placer_can_open = true/false,
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	^ If true, only placer can open the door (locked for others)
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}
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Farming API
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-----------
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The farming API allows you to easily register plants and hoes.
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farming.register_hoe(name, hoe definition)
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 -> Register a new hoe, see [#hoe definition]
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farming.register_plant(name, Plant definition)
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 -> Register a new growing plant, see [#Plant definition]
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#Hoe Definition
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---------------
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{
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	description = "",	-- Description for tooltip
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	inventory_image = "unknown_item.png",	-- Image to be used as wield- and inventory image
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	max_uses = 30,	-- Uses until destroyed
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	recipe = {	-- Craft recipe
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		{"air", "air", "air"},
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		{"", "group:stick"},
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		{"", "group:stick"},
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	}
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}
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#Plant definition
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-----------------
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{
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	description = "",	-- Description of seed item
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	inventory_image = "unknown_item.png",	-- Image to be used as seed's wield- and inventory image
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	steps = 8,	-- How many steps the plant has to grow, until it can be harvested
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	^ Always provide a plant texture for ech step, format: modname_plantname_i.png (i = stepnumber)
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	minlight = 13, -- Minimum light to grow
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	maxlight = LIGHT_MAX -- Maximum light to grow
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}
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Stairs API
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----------
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The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
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delivered with minetest_game, to keep them compatible with other mods.
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stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
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 -> Registers a stair.
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 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
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 -> groups: see [Known damage and digging time defining groups]
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 -> images: see [Tile definition]
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 -> description: used for the description field in the stair's definition
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 -> sounds: see [#Default sounds]
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stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
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 -> Registers a slabs
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 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
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 -> groups: see [Known damage and digging time defining groups]
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 -> images: see [Tile definition]
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 -> description: used for the description field in the stair's definition
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 -> sounds: see [#Default sounds]
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stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
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 -> A wrapper for stairs.register_stair and stairs.register_slab
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 -> Uses almost the same arguments as stairs.register_stair
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 -> desc_stair: Description for stair node
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 -> desc_slab: Description for slab node
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Xpanes API
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----------
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Creates panes that automatically connect to each other
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xpanes.register_pane(subname, def)
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 -> subname: used for nodename. Result: "xpanes:subname_{1..16}"
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 -> def: See [#Pane definition]
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#Pane definition
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----------------
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{
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	textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"},
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	^ More tiles aren't supported
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	groups = {group = rating},
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	^ Uses the known node groups, see [Known damage and digging time defining groups]
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	sounds = SoundSpec,
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	^ See [#Default sounds]
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	recipe = {{"","","","","","","","",""}},
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	^ Recipe field only
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	on_construct = function(pos)
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		update_pane(pos, "pane")
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    end,
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	^ Required to handle rotation correctly
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}
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Default sounds
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--------------
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Sounds inside the default table can be used within the sounds field of node definitions.
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default.node_sound_defaults()
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default.node_sound_stone_defaults()
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default.node_sound_dirt_defaults()
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default.node_sound_sand_defaults()
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default.node_sound_wood_defaults()
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default.node_sound_leaves_defaults()
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default.node_sound_glass_defaults()
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Player API
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----------
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The player API can register player models and update the player's appearence
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default.player_register_model(name, def)
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^ Register a new model to be used by players.
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 -> name: model filename such as "character.x", "foo.b3d", etc.
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 -> def: See [#Model definition]
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default.registered_player_models[name]
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^ Get a model's definition
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 -> see [#Model definition]
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default.player_set_model(player, model_name)
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^ Change a player's model
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 -> player: PlayerRef
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 -> model_name: model registered with player_register_model()
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default.player_set_animation(player, anim_name [, speed])
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^ Applies an animation to a player
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 -> anim_name: name of the animation.
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 -> speed: frames per second. If nil, default from the model is used
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default.player_set_textures(player, textures)
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^ Sets player textures
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 -> player: PlayerRef
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 -> textures: array of textures
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 ^ If <textures> is nil, the default textures from the model def are used
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default.player_get_animation(player)
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^ Returns a table containing fields "model", "textures" and "animation".
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^ Any of the fields of the returned table may be nil.
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 -> player: PlayerRef
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Model Definition
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----------------
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{
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	animation_speed = 30, -- Default animation speed, in FPS.
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	textures = {"character.png", }, -- Default array of textures.
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	visual_size = {x=1, y=1,}, -- Used to scale the model.
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	animations = {
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		-- <anim_name> = { x=<start_frame>, y=<end_frame>, },
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		foo = { x= 0, y=19, },
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		bar = { x=20, y=39, },
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		-- ...
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	},
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}
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@@ -1,3 +1,5 @@
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xpanes = {}
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local function rshift(x, by)
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  return math.floor(x / 2 ^ by)
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end
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@@ -61,7 +63,7 @@ local sb_full_blocks = {
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    {-0.06, -0.5, -0.5, 0.06, 0.5, 0.5}
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}
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--register panes and bars
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local function register_panes(name, def)
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function xpanes.register_pane(name, def)
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for i = 1, 15 do
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    local need = {}
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    local cnt = 0
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@@ -122,7 +124,7 @@ end
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minetest.register_on_placenode(update_nearby)
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minetest.register_on_dignode(update_nearby)
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register_panes("pane", {
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xpanes.register_pane("pane", {
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    description = "Glass Pane",
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    tiles = {"xpanes_space.png"},
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    drawtype = "airlike",
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@@ -147,7 +149,7 @@ register_panes("pane", {
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	}
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})
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register_panes("bar", {
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xpanes.register_pane("bar", {
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    description = "Iron bar",
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    tiles = {"xpanes_space.png"},
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    drawtype = "airlike",
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