forked from luanti-org/minetest_game
		
	Remove unused and clean up missused variable-value assignments.
* Unused variables * Unused values (assigned to variables, but overwritten before use) * Defining already defined variables instead of reassigning to them.
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		@@ -153,7 +153,7 @@ local function entity_physics(pos, radius, drops)
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			local dir = vector.normalize(vector.subtract(obj_pos, pos))
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			local moveoff = vector.multiply(dir, dist + 1.0)
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			local newpos = vector.add(pos, moveoff)
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			local newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0})
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			newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0})
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			obj:setpos(newpos)
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			obj:set_hp(obj:get_hp() - damage)
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@@ -261,7 +261,7 @@ function tnt.burn(pos)
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end
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local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast)
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	local pos = vector.round(pos)
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	pos = vector.round(pos)
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	-- scan for adjacent TNT nodes first, and enlarge the explosion
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	local vm1 = VoxelManip()
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	local p1 = vector.subtract(pos, 2)
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@@ -298,11 +298,11 @@ local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast)
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	-- perform the explosion
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	local vm = VoxelManip()
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	local pr = PseudoRandom(os.time())
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	local p1 = vector.subtract(pos, radius)
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	local p2 = vector.add(pos, radius)
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	local minp, maxp = vm:read_from_map(p1, p2)
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	local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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	local data = vm:get_data()
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	p1 = vector.subtract(pos, radius)
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	p2 = vector.add(pos, radius)
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	minp, maxp = vm:read_from_map(p1, p2)
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	a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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	data = vm:get_data()
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	local drops = {}
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	local on_blast_queue = {}
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@@ -515,7 +515,7 @@ if enable_tnt then
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end
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function tnt.register_tnt(def)
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	local name = ""
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	local name
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	if not def.name:find(':') then
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		name = "tnt:" .. def.name
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	else
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