mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-11-05 01:50:25 +01:00
[3d_armor] Update
- Also fix a script
This commit is contained in:
parent
d854e40ff9
commit
546500db7d
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@ -1,7 +1,7 @@
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minetest.register_alias("adminboots","3d_armor:boots_admin")
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minetest.register_alias("adminhelmet","3d_armor:helmet_admin")
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minetest.register_alias("adminchestplate","3d_armor:chestplate_admin")
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minetest.register_alias("adminlegginss","3d_armor:leggings_admin")
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minetest.register_alias("adminleggings","3d_armor:leggings_admin")
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minetest.register_tool("3d_armor:helmet_admin", {
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description = "Admin Helmet",
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@ -13,6 +13,7 @@ ARMOR_DROP = minetest.get_modpath("bones") ~= nil
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ARMOR_DESTROY = false
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ARMOR_LEVEL_MULTIPLIER = 1
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ARMOR_HEAL_MULTIPLIER = 1
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ARMOR_RADIATION_MULTIPLIER = 1
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ARMOR_MATERIALS = {
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wood = "group:wood",
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cactus = "default:cactus",
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@ -33,8 +34,8 @@ ARMOR_MATERIALS = {
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}
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ARMOR_FIRE_PROTECT = minetest.get_modpath("ethereal") ~= nil
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ARMOR_FIRE_NODES = {
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{"default:lava_source", 5, 4},
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{"default:lava_flowing", 5, 4},
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{"default:lava_source", 5, 8},
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{"default:lava_flowing", 5, 8},
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{"fire:basic_flame", 3, 4},
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{"fire:permanent_flame", 3, 4},
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{"ethereal:crystal_spike", 2, 1},
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@ -85,6 +86,7 @@ if minetest.get_modpath("inventory_plus") then
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.."label[5,1;Level: armor_level]"
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.."label[5,1.5;Heal: armor_heal]"
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.."label[5,2;Fire: armor_fire]"
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.."label[5,2.5;Radiation: armor_radiation]"
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.."list[current_player;main;0,4.5;8,4;]"
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if minetest.get_modpath("crafting") then
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inventory_plus.get_formspec = function(player, page)
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@ -109,6 +111,7 @@ elseif minetest.get_modpath("unified_inventory") then
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.."label[5.0,"..(fy + 0.0)..";Level: "..armor.def[name].level.."]"
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.."label[5.0,"..(fy + 0.5)..";Heal: "..armor.def[name].heal.."]"
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.."label[5.0,"..(fy + 1.0)..";Fire: "..armor.def[name].fire.."]"
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.."label[5.0,"..(fy + 1.5)..";Radiation: "..armor.def[name].radiation.."]"
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.."listring[current_player;main]"
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.."listring[detached:"..name.."_armor;armor]"
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return {formspec=formspec}
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@ -157,6 +160,7 @@ armor.set_player_armor = function(self, player)
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local armor_heal = 0
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local armor_fire = 0
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local armor_water = 0
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local armor_radiation = 0
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local state = 0
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local items = 0
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local elements = {}
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@ -188,10 +192,10 @@ armor.set_player_armor = function(self, player)
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armor_level = armor_level + level
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state = state + stack:get_wear()
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items = items + 1
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local heal = def.groups["armor_heal"] or 0
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armor_heal = armor_heal + heal
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local fire = def.groups["armor_fire"] or 0
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armor_fire = armor_fire + fire
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armor_heal = armor_heal + (def.groups["armor_heal"] or 0)
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armor_fire = armor_fire + (def.groups["armor_fire"] or 0)
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armor_water = armor_water + (def.groups["armor_water"] or 0)
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armor_radiation = armor_radiation + (def.groups["armor_radiation"] or 0)
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for kk,vv in ipairs(self.physics) do
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local o_value = def.groups["physics_"..vv]
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if o_value then
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@ -224,6 +228,7 @@ armor.set_player_armor = function(self, player)
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end
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armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
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armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
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armor_radiation = armor_radiation * ARMOR_RADIATION_MULTIPLIER
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if #textures > 0 then
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armor_texture = table.concat(textures, "^")
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end
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@ -231,6 +236,7 @@ armor.set_player_armor = function(self, player)
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if armor_level > 0 then
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armor_groups.level = math.floor(armor_level / 20)
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armor_groups.fleshy = 100 - armor_level
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armor_groups.radiation = 100 - armor_radiation
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end
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player:set_armor_groups(armor_groups)
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player:set_physics_override(physics_o)
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@ -245,6 +251,7 @@ armor.set_player_armor = function(self, player)
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self.def[name].gravity = physics_o.gravity
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self.def[name].fire = armor_fire
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self.def[name].water = armor_water
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self.def[name].radiation = armor_radiation
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self:update_player_visuals(player)
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end
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@ -288,6 +295,7 @@ armor.get_armor_formspec = function(self, name)
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formspec = formspec:gsub("armor_level", armor.def[name].level)
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formspec = formspec:gsub("armor_heal", armor.def[name].heal)
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formspec = formspec:gsub("armor_fire", armor.def[name].fire)
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formspec = formspec:gsub("armor_radiation", armor.def[name].radiation)
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return formspec
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end
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@ -483,6 +491,7 @@ minetest.register_on_joinplayer(function(player)
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gravity = 1,
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fire = 0,
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water = 0,
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radiation = 0,
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}
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armor.textures[name] = {
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skin = armor.default_skin..".png",
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@ -16,10 +16,9 @@ local armor_stand_formspec = "size[8,7]" ..
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local elements = {"head", "torso", "legs", "feet"}
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local function update_entity(pos)
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local function get_stand_object(pos)
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local object = nil
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local node = minetest.get_node(pos)
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local objects = minetest.get_objects_inside_radius(pos, 1) or {}
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local objects = minetest.get_objects_inside_radius(pos, 0.5) or {}
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for _, obj in pairs(objects) do
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local ent = obj:get_luaentity()
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if ent then
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@ -33,8 +32,14 @@ local function update_entity(pos)
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end
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end
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end
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return object
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end
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local function update_entity(pos)
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local node = minetest.get_node(pos)
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local object = get_stand_object(pos)
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if object then
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if node.name ~= "3d_armor_stand:armor_stand" then
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if not string.find(node.name, "3d_armor_stand:") then
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object:remove()
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return
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end
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@ -53,8 +58,11 @@ local function update_entity(pos)
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if stack:get_count() == 1 then
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local item = stack:get_name() or ""
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local def = stack:get_definition() or {}
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local texture = def.texture or item:gsub("%:", "_")
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table.insert(textures, texture..".png")
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local groups = def.groups or {}
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if groups["armor_"..element] then
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local texture = def.texture or item:gsub("%:", "_")
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table.insert(textures, texture..".png")
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end
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end
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end
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end
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@ -76,6 +84,20 @@ local function update_entity(pos)
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end
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end
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local function has_locked_armor_stand_privilege(meta, player)
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local name = ""
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if player then
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if minetest.check_player_privs(player, "protection_bypass") then
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return true
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end
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name = player:get_player_name()
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end
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if name ~= meta:get_string("owner") then
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return false
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end
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return true
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end
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minetest.register_node("3d_armor_stand:armor_stand", {
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description = "Armor stand",
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drawtype = "mesh",
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@ -123,15 +145,107 @@ minetest.register_node("3d_armor_stand:armor_stand", {
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allow_metadata_inventory_move = function(pos)
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return 0
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end,
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on_metadata_inventory_put = function(pos)
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on_metadata_inventory_put = function(pos)
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update_entity(pos)
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end,
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on_metadata_inventory_take = function(pos)
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on_metadata_inventory_take = function(pos)
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update_entity(pos)
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end,
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after_destruct = function(pos)
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update_entity(pos)
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end,
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on_blast = function(pos)
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local object = get_stand_object(pos)
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if object then
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object:remove()
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end
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minetest.after(1, function(pos)
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update_entity(pos)
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end, pos)
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end,
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})
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minetest.register_node("3d_armor_stand:locked_armor_stand", {
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description = "Locked Armor stand",
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drawtype = "mesh",
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mesh = "3d_armor_stand.obj",
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tiles = {"default_wood.png", "default_steel_block.png"},
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paramtype = "light",
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paramtype2 = "facedir",
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walkable = false,
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selection_box = {
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type = "fixed",
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fixed = {-0.5,-0.5,-0.5, 0.5,1.4,0.5}
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},
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groups = {choppy=2, oddly_breakable_by_hand=2},
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sounds = default.node_sound_wood_defaults(),
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec", armor_stand_formspec)
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meta:set_string("infotext", "Armor Stand")
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meta:set_string("owner", "")
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local inv = meta:get_inventory()
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for _, element in pairs(elements) do
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inv:set_size("armor_"..element, 1)
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end
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end,
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can_dig = function(pos, player)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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for _, element in pairs(elements) do
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if not inv:is_empty("armor_"..element) then
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return false
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end
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end
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return true
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end,
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after_place_node = function(pos, placer)
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minetest.add_entity(pos, "3d_armor_stand:armor_entity")
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local meta = minetest.get_meta(pos)
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meta:set_string("owner", placer:get_player_name() or "")
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meta:set_string("infotext", "Armor Stand (owned by " ..
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meta:get_string("owner") .. ")")
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end,
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allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if not has_locked_armor_stand_privilege(meta, player) then
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return 0
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end
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local def = stack:get_definition() or {}
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local groups = def.groups or {}
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if groups[listname] then
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return 1
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end
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return 0
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end,
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allow_metadata_inventory_take = function(pos, listname, index, stack, player)
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local meta = minetest.get_meta(pos)
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if not has_locked_armor_stand_privilege(meta, player) then
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return 0
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end
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return stack:get_count()
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end,
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allow_metadata_inventory_move = function(pos)
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return 0
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end,
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on_metadata_inventory_put = function(pos)
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update_entity(pos)
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end,
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on_metadata_inventory_take = function(pos)
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update_entity(pos)
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end,
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after_destruct = function(pos)
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update_entity(pos)
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end,
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on_blast = function(pos)
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local object = get_stand_object(pos)
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if object then
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object:remove()
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end
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minetest.after(1, function(pos)
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update_entity(pos)
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end, pos)
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end,
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})
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minetest.register_entity("3d_armor_stand:armor_entity", {
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@ -141,9 +255,31 @@ minetest.register_entity("3d_armor_stand:armor_entity", {
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visual_size = {x=1, y=1},
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collisionbox = {-0.1,-0.4,-0.1, 0.1,1.3,0.1},
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textures = {"3d_armor_trans.png"},
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pos = nil,
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timer = 0,
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on_activate = function(self)
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local pos = self.object:getpos()
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update_entity(pos)
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if pos then
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self.pos = vector.round(pos)
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update_entity(pos)
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end
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end,
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on_step = function(self, dtime)
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if not self.pos then
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return
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end
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self.timer = self.timer + dtime
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if self.timer > 1 then
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self.timer = 0
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local pos = self.object:getpos()
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if pos then
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if vector.equals(vector.round(pos), self.pos) then
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return
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end
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end
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update_entity(self.pos)
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self.object:remove()
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end
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end,
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})
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@ -156,3 +292,10 @@ minetest.register_craft({
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}
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})
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minetest.register_craft({
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output = "3d_armor_stand:locked_armor_stand",
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recipe = {
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{"3d_armor_stand:armor_stand", "default:steel_ingot"},
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}
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})
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@ -47,10 +47,18 @@ If you do not want shields then simply remove the shields folder from the modpac
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[mod] Technic Armor [technic_armor]
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-----------------------------------
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Depends: 3d_armor
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Depends: 3d_armor, technic_worldgen
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Adds tin, silver and technic materials to 3d_armor.
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Requires technic mod to be installed for craft registration.
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Requires technic (technic_worldgen at least) mod.
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[mod] Hazmat Suit [hazmat_suit]
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-------------------------------
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Depends: 3d_armor, technic
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Adds hazmat suit to 3d_armor. It protects rather well from fire (if enabled in configuration) and radiation, and it has built-in oxygen supply.
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Requires technic mod.
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[mod] 3d Armor Stand [3d_armor_stand]
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-------------------------------------
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@ -58,4 +66,3 @@ Requires technic mod to be installed for craft registration.
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Depends: 3d_armor
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Adds a chest-like armor stand for armor storage and display.
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@ -2,8 +2,8 @@
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===================================
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Adds tin, silver and technic materials to 3d_armor.
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Requires technic mod to be installed for craft registration.
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Requires technic (technic_worldgen at least) mod.
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Depends: 3d_armor
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Depends: 3d_armor, technic_worldgen
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Source code and textures by poet.nohit
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Source code and textures by poet.nohit and numzero
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2
mods/3d_armor/technic_armor/depends.txt
Executable file → Normal file
2
mods/3d_armor/technic_armor/depends.txt
Executable file → Normal file
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3d_armor
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technic_worldgen
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moreores?
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@ -1,99 +1,56 @@
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if minetest.get_modpath("technic") then
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local stats = {
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brass = { name="Brass", armor=1.8, heal=0, use=650 },
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cast = { name="Cast Iron", armor=2.5, heal=0, use=200 },
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carbon = { name="Carbon Steel", armor=2.7, heal=0, use=100 },
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stainless = { name="Stainless Steel", armor=2.7, heal=0, use=75 },
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}
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local mats = {
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brass="technic:brass_ingot",
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cast="technic:cast_iron_ingot",
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carbon="technic:carbon_steel_ingot",
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stainless="technic:stainless_steel_ingot",
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}
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stats.tin = { name="Tin", armor=1.6, heal=0, use=750 }
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stats.silver = { name="Silver", armor=1.8, heal=0, use=650 }
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mats.tin = "default:tin_ingot"
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mats.silver = "default:silver_ingot"
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for k, v in pairs(stats) do
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minetest.register_tool("technic_armor:helmet_"..k, {
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description = v.name.." Helmet",
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inventory_image = "technic_armor_inv_helmet_"..k..".png",
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groups = {armor_head=math.floor(5*v.armor), armor_heal=v.heal, armor_use=v.use},
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wear = 0,
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})
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minetest.register_tool("technic_armor:chestplate_"..k, {
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description = v.name.." Chestplate",
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inventory_image = "technic_armor_inv_chestplate_"..k..".png",
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groups = {armor_torso=math.floor(8*v.armor), armor_heal=v.heal, armor_use=v.use},
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wear = 0,
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})
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minetest.register_tool("technic_armor:leggings_"..k, {
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description = v.name.." Leggings",
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inventory_image = "technic_armor_inv_leggings_"..k..".png",
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groups = {armor_legs=math.floor(7*v.armor), armor_heal=v.heal, armor_use=v.use},
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wear = 0,
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})
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minetest.register_tool("technic_armor:boots_"..k, {
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description = v.name.." Boots",
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inventory_image = "technic_armor_inv_boots_"..k..".png",
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groups = {armor_feet=math.floor(4*v.armor), armor_heal=v.heal, armor_use=v.use},
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wear = 0,
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})
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end
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||||
for k, v in pairs(mats) do
|
||||
minetest.register_craft({
|
||||
output = "technic_armor:helmet_"..k,
|
||||
recipe = {
|
||||
{v, v, v},
|
||||
{v, "", v},
|
||||
{"", "", ""},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "technic_armor:chestplate_"..k,
|
||||
recipe = {
|
||||
{v, "", v},
|
||||
{v, v, v},
|
||||
{v, v, v},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "technic_armor:leggings_"..k,
|
||||
recipe = {
|
||||
{v, v, v},
|
||||
{v, "", v},
|
||||
{v, "", v},
|
||||
},
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "technic_armor:boots_"..k,
|
||||
recipe = {
|
||||
{v, "", v},
|
||||
{v, "", v},
|
||||
},
|
||||
})
|
||||
end
|
||||
|
||||
if minetest.get_modpath("shields") then
|
||||
for k, v in pairs(stats) do
|
||||
minetest.register_tool("technic_armor:shield_"..k, {
|
||||
description = v.name.." Shield",
|
||||
inventory_image = "technic_armor_inv_shield_"..k..".png",
|
||||
groups = {armor_shield=math.floor(5*v.armor), armor_heal=v.heal, armor_use=v.use},
|
||||
wear = 0,
|
||||
})
|
||||
local m = mats[k]
|
||||
minetest.register_craft({
|
||||
output = "technic_armor:shield_"..k,
|
||||
recipe = {
|
||||
{m, m, m},
|
||||
{m, m, m},
|
||||
{"", m, ""},
|
||||
},
|
||||
})
|
||||
end
|
||||
end
|
||||
local stats = {
|
||||
lead = { name="Lead", material="technic:lead_ingot", armor=1.6, heal=0, use=500, radiation=80*1.1 },
|
||||
brass = { name="Brass", material="technic:brass_ingot", armor=1.8, heal=0, use=650, radiation=43 },
|
||||
cast = { name="Cast Iron", material="technic:cast_iron_ingot", armor=2.5, heal=8, use=200, radiation=40 },
|
||||
carbon = { name="Carbon Steel", material="technic:carbon_steel_ingot", armor=2.7, heal=10, use=100, radiation=40 },
|
||||
stainless = { name="Stainless Steel", material="technic:stainless_steel_ingot", armor=2.7, heal=10, use=75, radiation=40 },
|
||||
}
|
||||
if minetest.get_modpath("moreores") then
|
||||
stats.tin = { name="Tin", material="moreores:tin_ingot", armor=1.6, heal=0, use=750, radiation=37 }
|
||||
stats.silver = { name="Silver", material="moreores:silver_ingot", armor=1.8, heal=6, use=650, radiation=53 }
|
||||
end
|
||||
|
||||
local parts = {
|
||||
helmet = { place="head", name="Helmet", level=5, radlevel = 0.10, craft={{1,1,1},{1,0,1}} },
|
||||
chestplate = { place="torso", name="Chestplate", level=8, radlevel = 0.35, craft={{1,0,1},{1,1,1},{1,1,1}} },
|
||||
leggings = { place="legs", name="Leggings", level=7, radlevel = 0.15, craft={{1,1,1},{1,0,1},{1,0,1}} },
|
||||
boots = { place="feet", name="Boots", level=4, radlevel = 0.10, craft={{1,0,1},{1,0,1}} },
|
||||
}
|
||||
if minetest.get_modpath("shields") then
|
||||
parts.shield = { place="shield", name="Shield", level=5, radlevel=0.00, craft={{1,1,1},{1,1,1},{0,1,0}} }
|
||||
end
|
||||
|
||||
-- Makes a craft recipe based on a template
|
||||
-- template is a recipe-like table but indices are used instead of actual item names:
|
||||
-- 0 means nothing, everything else is treated as an index in the materials table
|
||||
local function make_recipe(template, materials)
|
||||
local recipe = {}
|
||||
for j, trow in ipairs(template) do
|
||||
local rrow = {}
|
||||
for i, tcell in ipairs(trow) do
|
||||
if tcell == 0 then
|
||||
rrow[i] = ""
|
||||
else
|
||||
rrow[i] = materials[tcell]
|
||||
end
|
||||
end
|
||||
recipe[j] = rrow
|
||||
end
|
||||
return recipe
|
||||
end
|
||||
|
||||
for key, armor in pairs(stats) do
|
||||
for partkey, part in pairs(parts) do
|
||||
local partname = "technic_armor:"..partkey.."_"..key
|
||||
minetest.register_tool(partname, {
|
||||
description = armor.name.." "..part.name,
|
||||
inventory_image = "technic_armor_inv_"..partkey.."_"..key..".png",
|
||||
groups = {["armor_"..part.place]=math.floor(part.level*armor.armor), armor_heal=armor.heal, armor_use=armor.use, armor_radiation=math.floor(part.radlevel*armor.radiation)},
|
||||
wear = 0,
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = partname,
|
||||
recipe = make_recipe(part.craft, {armor.material}),
|
||||
})
|
||||
end
|
||||
end
|
||||
|
|
|
@ -5,10 +5,10 @@
|
|||
|
||||
# Go to repo root
|
||||
mydir="`dirname "$0"`"
|
||||
test -d "$mydir" && cd "$mydir/../../"
|
||||
test -d "$mydir" && cd "$mydir/../../../"
|
||||
|
||||
# Get all lua file's names
|
||||
luafiles=$(mucro '.lua'$ -r . -b)
|
||||
luafiles=$(find -type f -name "*.lua")
|
||||
sed -i 's/[ \t]*$//' $luafiles
|
||||
|
||||
# Done
|
||||
|
|
Loading…
Reference in New Issue
Block a user