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synced 2024-12-22 23:10:17 +01:00
Fix whitespace errors to silence luacheck.
Currently all minetest_game PR's are failing travis since the upstream luacheck now also warns about whitespace issues, and there are a few of those in the code. This fixes all of them so we can yet again rely on luacheck.
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@ -66,7 +66,7 @@ beds.register_bed("beds:bed", {
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},
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},
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top = {
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top = {
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"beds_bed_top_top.png^[transformR90",
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"beds_bed_top_top.png^[transformR90",
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"default_wood.png",
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"default_wood.png",
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"beds_bed_side_top_r.png",
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"beds_bed_side_top_r.png",
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"beds_bed_side_top_r.png^[transformfx",
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"beds_bed_side_top_r.png^[transformfx",
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"beds_bed_side_top.png",
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"beds_bed_side_top.png",
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@ -174,7 +174,7 @@ end
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-- Callbacks
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-- Callbacks
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-- Only register respawn callback if respawn enabled
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-- Only register respawn callback if respawn enabled
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if enable_respawn then
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if enable_respawn then
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-- respawn player at bed if enabled and valid position is found
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-- respawn player at bed if enabled and valid position is found
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minetest.register_on_respawnplayer(function(player)
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minetest.register_on_respawnplayer(function(player)
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local name = player:get_player_name()
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local name = player:get_player_name()
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@ -4,7 +4,7 @@
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--
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--
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local function active_formspec(fuel_percent, item_percent)
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local function active_formspec(fuel_percent, item_percent)
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local formspec =
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local formspec =
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"size[8,8.5]"..
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"size[8,8.5]"..
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default.gui_bg..
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default.gui_bg..
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default.gui_bg_img..
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default.gui_bg_img..
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@ -94,7 +94,7 @@ minetest.register_on_joinplayer(function(player)
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default.player_attached[player:get_player_name()] = false
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default.player_attached[player:get_player_name()] = false
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default.player_set_model(player, "character.b3d")
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default.player_set_model(player, "character.b3d")
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player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
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player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
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-- set GUI
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-- set GUI
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if not minetest.setting_getbool("creative_mode") then
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if not minetest.setting_getbool("creative_mode") then
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player:set_inventory_formspec(default.gui_survival_form)
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player:set_inventory_formspec(default.gui_survival_form)
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@ -519,7 +519,7 @@ function doors.register_trapdoor(name, def)
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if not name:find(":") then
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if not name:find(":") then
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name = "doors:" .. name
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name = "doors:" .. name
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end
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end
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local name_closed = name
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local name_closed = name
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local name_opened = name.."_open"
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local name_opened = name.."_open"
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@ -111,7 +111,7 @@ minetest.register_abm({
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end
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end
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local nn_def = minetest.registered_nodes[nn.name] or nil
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local nn_def = minetest.registered_nodes[nn.name] or nil
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pos.y = pos.y - 1
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pos.y = pos.y - 1
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if nn_def and nn_def.walkable and minetest.get_item_group(nn.name, "plant") == 0 then
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if nn_def and nn_def.walkable and minetest.get_item_group(nn.name, "plant") == 0 then
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minetest.set_node(pos, {name = base})
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minetest.set_node(pos, {name = base})
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return
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return
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@ -133,7 +133,7 @@ minetest.register_abm({
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if minetest.get_item_group(nn.name, "plant") == 0 and minetest.get_item_group(nn.name, "seed") == 0 then
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if minetest.get_item_group(nn.name, "plant") == 0 and minetest.get_item_group(nn.name, "seed") == 0 then
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minetest.set_node(pos, {name = base})
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minetest.set_node(pos, {name = base})
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end
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end
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-- if its wet turn it back into dry soil
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-- if its wet turn it back into dry soil
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elseif wet_lvl == 1 then
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elseif wet_lvl == 1 then
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minetest.set_node(pos, {name = dry})
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minetest.set_node(pos, {name = dry})
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@ -144,7 +144,7 @@ minetest.register_abm({
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})
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})
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for i = 1, 5 do
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for i = 1, 5 do
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minetest.override_item("default:grass_"..i, {drop = {
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minetest.override_item("default:grass_"..i, {drop = {
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max_items = 1,
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max_items = 1,
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items = {
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items = {
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@ -153,7 +153,7 @@ for i = 1, 5 do
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}
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}
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}})
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}})
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end
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end
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minetest.override_item("default:junglegrass", {drop = {
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minetest.override_item("default:junglegrass", {drop = {
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max_items = 1,
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max_items = 1,
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items = {
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items = {
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@ -43,9 +43,9 @@ end
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sethome.get = function(name)
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sethome.get = function(name)
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local pos = homepos[name]
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local pos = homepos[name]
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if pos then
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if pos then
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return vector.new(pos)
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return vector.new(pos)
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else
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else
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return nil
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return nil
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end
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end
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end
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end
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