forked from mtcontrib/tsm_pyramids
Version 0.1
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commit
b3f26b85cb
22
.gitattributes
vendored
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.gitattributes
vendored
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# Auto detect text files and perform LF normalization
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* text=auto
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# Custom for Visual Studio
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*.cs diff=csharp
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*.sln merge=union
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*.csproj merge=union
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*.vbproj merge=union
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*.fsproj merge=union
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*.dbproj merge=union
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# Standard to msysgit
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*.doc diff=astextplain
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*.DOC diff=astextplain
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*.docx diff=astextplain
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*.DOCX diff=astextplain
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*.dot diff=astextplain
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*.DOT diff=astextplain
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*.pdf diff=astextplain
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*.PDF diff=astextplain
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*.rtf diff=astextplain
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*.RTF diff=astextplain
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215
.gitignore
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.gitignore
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#################
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## Eclipse
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#################
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*.pydevproject
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.project
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.metadata
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bin/
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tmp/
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*.tmp
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*.bak
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*.swp
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*~.nib
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local.properties
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.classpath
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.settings/
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.loadpath
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# External tool builders
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.externalToolBuilders/
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# Locally stored "Eclipse launch configurations"
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*.launch
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# CDT-specific
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.cproject
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# PDT-specific
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.buildpath
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#################
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## Visual Studio
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#################
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## Ignore Visual Studio temporary files, build results, and
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## files generated by popular Visual Studio add-ons.
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# User-specific files
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*.suo
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*.user
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*.sln.docstates
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# Build results
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[Dd]ebug/
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[Rr]elease/
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x64/
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build/
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[Bb]in/
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[Oo]bj/
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# MSTest test Results
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[Tt]est[Rr]esult*/
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[Bb]uild[Ll]og.*
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*_i.c
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*_p.c
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*.ilk
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*.meta
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*.obj
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*.pch
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*.pdb
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*.pgc
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*.pgd
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*.rsp
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*.sbr
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*.tlb
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*.tli
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*.tlh
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*.tmp
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*.tmp_proj
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*.log
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*.vspscc
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*.vssscc
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.builds
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*.pidb
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*.log
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*.scc
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# Visual C++ cache files
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ipch/
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*.aps
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*.ncb
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*.opensdf
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*.sdf
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*.cachefile
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# Visual Studio profiler
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*.psess
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*.vsp
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*.vspx
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# Guidance Automation Toolkit
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*.gpState
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# ReSharper is a .NET coding add-in
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_ReSharper*/
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*.[Rr]e[Ss]harper
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# TeamCity is a build add-in
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_TeamCity*
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# DotCover is a Code Coverage Tool
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*.dotCover
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# NCrunch
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*.ncrunch*
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.*crunch*.local.xml
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# Installshield output folder
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[Ee]xpress/
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# DocProject is a documentation generator add-in
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DocProject/buildhelp/
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DocProject/Help/*.HxT
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DocProject/Help/*.HxC
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DocProject/Help/*.hhc
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DocProject/Help/*.hhk
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DocProject/Help/*.hhp
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DocProject/Help/Html2
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DocProject/Help/html
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# Click-Once directory
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publish/
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# Publish Web Output
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*.Publish.xml
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*.pubxml
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# NuGet Packages Directory
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## TODO: If you have NuGet Package Restore enabled, uncomment the next line
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#packages/
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# Windows Azure Build Output
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csx
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*.build.csdef
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# Windows Store app package directory
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AppPackages/
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# Others
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sql/
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*.Cache
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ClientBin/
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[Ss]tyle[Cc]op.*
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~$*
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*~
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*.dbmdl
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*.[Pp]ublish.xml
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*.pfx
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*.publishsettings
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# RIA/Silverlight projects
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Generated_Code/
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# Backup & report files from converting an old project file to a newer
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# Visual Studio version. Backup files are not needed, because we have git ;-)
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_UpgradeReport_Files/
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Backup*/
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UpgradeLog*.XML
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UpgradeLog*.htm
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# SQL Server files
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App_Data/*.mdf
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App_Data/*.ldf
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#############
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## Windows detritus
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#############
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# Windows image file caches
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Thumbs.db
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ehthumbs.db
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# Folder config file
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Desktop.ini
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# Recycle Bin used on file shares
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$RECYCLE.BIN/
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# Mac crap
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.DS_Store
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#############
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## Python
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#############
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*.py[co]
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# Packages
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*.egg
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*.egg-info
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dist/
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build/
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eggs/
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parts/
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var/
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sdist/
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develop-eggs/
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.installed.cfg
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# Installer logs
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pip-log.txt
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# Unit test / coverage reports
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.coverage
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.tox
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#Translations
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*.mo
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#Mr Developer
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.mr.developer.cfg
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24
README.txt
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24
README.txt
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Minetest mod "Pyramids"
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====================
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version: 0.1 Beta
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License of source code and textures: WTFPL
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-----------------------------------------
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(c) Copyright BlockMen (2013)
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Contributors:
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-------------
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cHyper (mine deep can be set by .conf)
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This program is free software. It comes without any warranty, to
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the extent permitted by applicable law. You can redistribute it
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and/or modify it under the terms of the Do What The Fuck You Want
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To Public License, Version 2, as published by Sam Hocevar. See
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http://sam.zoy.org/wtfpl/COPYING for more details.
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Using the mod:
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--------------
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This mod adds randomly spawned pyramids in deserts. The pyramids are very rare and contain a chest with stuff.
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1
depends.txt
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1
depends.txt
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default
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init.lua
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81
init.lua
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local chest_stuff = {
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{name="default:apple", max = 3},
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{name="farming:bread", max = 3},
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{name="default:steel_ingot", max = 2},
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{name="default:gold_ingot", max = 2},
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{name="default:diamond", max = 1},
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{name="default:pick_steel", max = 1},
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{name="default:pick_diamond", max = 1}
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}
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local function fill_chest(pos)
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minetest.set_node(pos, {name="default:chest"})
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minetest.after(2, function()
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local n = minetest.get_node(pos)
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if n ~= nil then
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if n.name == "default:chest" then
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec",default.chest_formspec)
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meta:set_string("infotext", "Chest")
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local inv = meta:get_inventory()
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inv:set_size("main", 8*4)
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for i=0,2,1 do
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local stuff = chest_stuff[math.random(1,#chest_stuff)]
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local stack = {name=stuff.name, count = math.random(1,stuff.max)}
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if not inv:contains_item("main", stack) then
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inv:set_stack("main", math.random(1,32), stack)
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end
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end
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end
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end
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end)
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end
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local function make_gang(pos)
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local loch = {x=pos.x+10,y=pos.y+7, z=pos.z+10}
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for iy=0,6,1 do
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for ix=0,2,1 do
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for iz=0,2,1 do
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minetest.remove_node({x=loch.x+ix,y=loch.y-iy,z=loch.z+iz})
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end
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end
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end
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fill_chest({x=pos.x+10+math.random(0,2),y=pos.y+1,z=pos.z+10+math.random(0,2)})
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end
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local function make(pos)
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for iy=0,10,1 do--5,7
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for ix=iy,22-iy,1 do--12,16
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for iz=iy,22-iy,1 do --12,16
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minetest.set_node({x=pos.x+ix,y=pos.y+iy,z=pos.z+iz}, {name="default:sandstone"})
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end
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end
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end
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make_gang(pos)
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end
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minetest.register_on_generated(function(minp, maxp, seed)
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local mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
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if mpos.y <= 0 then return end
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if minetest.get_node(mpos) and minetest.get_node(mpos).name == "default:desert_sand" then
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make(mpos)
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end
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mpos = {x=math.random(minp.x,maxp.x), y=math.random(minp.y,maxp.y), z=math.random(minp.z,maxp.z)}
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if mpos.y <= 0 then return end
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if minetest.get_node(mpos) and minetest.get_node(mpos).name == "default:desert_sand" then
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mpos.y = mpos.y-3
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make(mpos)
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end
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end)
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