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niklp suggestion
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@ -94,6 +94,39 @@ minetest.register_entity("homedecor_seating:seat", {
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end,
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end,
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})
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})
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--we only care about 4 rotations, but just in case someone worldedits, etc - do something other than crash
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--radians are stupid, using degrees and then converting
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local p2r = {
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0*math.pi/180,
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0*math.pi/180, --correct
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180*math.pi/180, --correct
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90*math.pi/180, --correct
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270*math.pi/180, --correct
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0*math.pi/180,
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0*math.pi/180,
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0*math.pi/180,
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}
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p2r[0] = p2r[1]
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local p2r_sofa = {
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0*math.pi/180,
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90*math.pi/180, --correct
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270*math.pi/180, --correct
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180*math.pi/180, --correct
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0*math.pi/180, --correct
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0*math.pi/180,
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0*math.pi/180,
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0*math.pi/180,
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}
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p2r_sofa[0] = p2r_sofa[1]
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local p2r_facedir = {
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[0] = 180*math.pi/180,
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[1] = 90*math.pi/180,
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[2] = 0*math.pi/180,
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[3] = 270*math.pi/180,
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}
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function lrfurn.sit(pos, node, clicker, itemstack, pointed_thing, seats)
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function lrfurn.sit(pos, node, clicker, itemstack, pointed_thing, seats)
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if not clicker:is_player() then
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if not clicker:is_player() then
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return itemstack
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return itemstack
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@ -145,39 +178,6 @@ function lrfurn.sit(pos, node, clicker, itemstack, pointed_thing, seats)
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--seat the player
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--seat the player
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clicker:set_pos(sit_pos)
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clicker:set_pos(sit_pos)
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--we only care about 4 rotations, but just in case someone worldedits, etc - do something other than crash
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--radians are stupid, using degrees and then converting
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local p2r = {
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0*math.pi/180,
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0*math.pi/180, --correct
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180*math.pi/180, --correct
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90*math.pi/180, --correct
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270*math.pi/180, --correct
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0*math.pi/180,
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0*math.pi/180,
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0*math.pi/180,
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}
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p2r[0] = p2r[1]
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local p2r_sofa = {
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0*math.pi/180,
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90*math.pi/180, --correct
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270*math.pi/180, --correct
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180*math.pi/180, --correct
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0*math.pi/180, --correct
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0*math.pi/180,
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0*math.pi/180,
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0*math.pi/180,
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}
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p2r_sofa[0] = p2r_sofa[1]
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local p2r_facedir = {
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[0] = 180*math.pi/180,
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[1] = 90*math.pi/180,
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[2] = 0*math.pi/180,
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[3] = 270*math.pi/180,
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}
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local entity = minetest.add_entity(sit_pos, "homedecor_seating:seat")
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local entity = minetest.add_entity(sit_pos, "homedecor_seating:seat")
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if not entity then return itemstack end --catch for when the entity fails to spawn just in case
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if not entity then return itemstack end --catch for when the entity fails to spawn just in case
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