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Mainmenu: Fix issues while trying to enable all mods (#5770)
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@ -49,7 +49,7 @@ local function get_formspec(data)
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"button[3.25,7;2.5,0.5;btn_config_world_save;" .. fgettext("Save") .. "]" ..
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"button[5.75,7;2.5,0.5;btn_config_world_cancel;" .. fgettext("Cancel") .. "]"
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if mod and mod.name ~= "" and mod.typ ~= "game_mod" then
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if mod and mod.name ~= "" and not mod.is_game_content then
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if mod.is_modpack then
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local rawlist = data.list:get_raw_list()
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@ -97,7 +97,7 @@ end
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local function enable_mod(this, toset)
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local mod = this.data.list:get_list()[this.data.selected_mod]
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if mod.typ == "game_mod" then
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if mod.is_game_content then
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-- game mods can't be enabled or disabled
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elseif not mod.is_modpack then
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if toset == nil then
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@ -162,7 +162,7 @@ local function handle_buttons(this, fields)
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local i,mod
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for i,mod in ipairs(rawlist) do
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if not mod.is_modpack and
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mod.typ ~= "game_mod" then
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not mod.is_game_content then
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if modname_valid(mod.name) then
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worldfile:set("load_mod_"..mod.name, tostring(mod.enabled))
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else
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@ -198,7 +198,8 @@ local function handle_buttons(this, fields)
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local list = this.data.list:get_raw_list()
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for i = 1, #list do
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if list[i].typ ~= "game_mod" and not list[i].is_modpack then
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if not list[i].is_game_content
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and not list[i].is_modpack then
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list[i].enabled = true
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end
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end
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@ -210,7 +211,8 @@ local function handle_buttons(this, fields)
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local list = this.data.list:get_raw_list()
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for i = 1, #list do
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if list[i].typ ~= "game_mod" and not list[i].is_modpack then
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if not list[i].is_game_content
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and not list[i].is_modpack then
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list[i].enabled = false
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end
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end
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@ -252,16 +254,16 @@ function create_configure_world_dlg(worldidx)
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return true
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end
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end,
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function(element,criteria)
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function(element, criteria)
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if criteria.hide_game and
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element.typ == "game_mod" then
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return false
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element.is_game_content then
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return false
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end
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if criteria.hide_modpackcontents and
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element.modpack ~= nil then
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return false
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end
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element.modpack ~= nil then
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return false
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end
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return true
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end, --filter
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{ worldpath= dlg.data.worldspec.path,
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@ -252,7 +252,7 @@ function modmgr.render_modlist(render_list)
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break
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end
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end
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elseif v.typ == "game_mod" or v.typ == "game" then
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elseif v.is_game_content then
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color = mt_color_blue
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elseif v.enabled then
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color = mt_color_green
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@ -417,12 +417,14 @@ function modmgr.preparemodlist(data)
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-- Add title
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retval[#retval + 1] = {
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typ = "game",
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is_game_content = true,
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name = fgettext("Subgame Mods")
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}
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end
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for i=1,#game_mods,1 do
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game_mods[i].typ = "game_mod"
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game_mods[i].is_game_content = true
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retval[#retval + 1] = game_mods[i]
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end
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@ -171,7 +171,7 @@ void Client::initMods()
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if (!string_allowed(mod.name, MODNAME_ALLOWED_CHARS)) {
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throw ModError("Error loading mod \"" + mod.name +
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"\": Mod name does not follow naming conventions: "
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"Only chararacters [a-z0-9_] are allowed.");
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"Only characters [a-z0-9_] are allowed.");
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}
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std::string script_path = mod.path + DIR_DELIM + "init.lua";
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infostream << " [" << padStringRight(mod.name, 12) << "] [\""
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@ -283,7 +283,7 @@ Server::Server(
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if (!string_allowed(mod.name, MODNAME_ALLOWED_CHARS)) {
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throw ModError("Error loading mod \"" + mod.name +
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"\": Mod name does not follow naming conventions: "
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"Only chararacters [a-z0-9_] are allowed.");
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"Only characters [a-z0-9_] are allowed.");
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}
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std::string script_path = mod.path + DIR_DELIM + "init.lua";
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infostream << " [" << padStringRight(mod.name, 12) << "] [\""
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@ -141,7 +141,7 @@ void LBMManager::addLBMDef(LoadingBlockModifierDef *lbm_def)
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if (!string_allowed(lbm_def->name, LBM_NAME_ALLOWED_CHARS)) {
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throw ModError("Error adding LBM \"" + lbm_def->name +
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"\": Does not follow naming conventions: "
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"Only chararacters [a-z0-9_:] are allowed.");
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"Only characters [a-z0-9_:] are allowed.");
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}
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m_lbm_defs[lbm_def->name] = lbm_def;
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