mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2025-12-30 20:55:28 +01:00
update doors and convert doors 3 nodes in new systeme
This commit is contained in:
@@ -13,6 +13,7 @@ doors = {}
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-- private data
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local _doors = {}
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_doors.registered_doors = {}
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_doors.registered_doors3 = {} --MFF doors3
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_doors.registered_trapdoors = {}
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-- returns an object to a door object or nil
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@@ -65,6 +66,30 @@ function doors.get(pos)
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return name:sub(-5) == "_open"
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end
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}
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elseif _doors.registered_doors3[minetest.get_node(pos).name] then --MFF doors3
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-- A normal upright door
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return {
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pos = pos,
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open = function(self, player)
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if self:state() then
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return false
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end
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return _doors.door_toggle(self.pos, player)
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end,
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close = function(self, player)
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if not self:state() then
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return false
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end
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return _doors.door_toggle(self.pos, player)
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end,
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toggle = function(self, player)
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return _doors.door_toggle(self.pos, player)
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end,
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state = function(self)
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local state = minetest.get_meta(self.pos):get_int("state")
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return state %2 == 1
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end
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}
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else
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return nil
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end
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@@ -192,6 +217,8 @@ function _doors.door_toggle(pos, clicker)
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-- fix up lvm-placed right-hinged doors, default closed
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if minetest.get_node(pos).name:sub(-2) == "_b" then
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state = 2
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else
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state = 0
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end
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else
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state = tonumber(state)
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@@ -272,11 +299,10 @@ function doors.register(name, def)
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end
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-- replace old doors of this type automatically
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minetest.register_abm({
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minetest.register_lbm({
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name = ":doors:replace_" .. name:gsub(":", "_"),
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nodenames = {name.."_b_1", name.."_b_2"},
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interval = 7.0,
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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action = function(pos, node)
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local l = tonumber(node.name:sub(-1))
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local meta = minetest.get_meta(pos)
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local h = meta:get_int("right") + 1
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@@ -322,7 +348,7 @@ function doors.register(name, def)
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local pdef = minetest.registered_nodes[node.name]
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if pdef and pdef.on_rightclick then
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return pdef.on_rightclick(pointed_thing.under,
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node, placer, itemstack)
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node, placer, itemstack, pointed_thing)
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end
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if pdef and pdef.buildable_to then
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@@ -365,11 +391,10 @@ function doors.register(name, def)
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if minetest.get_item_group(minetest.get_node(aside).name, "door") == 1 then
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state = state + 2
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minetest.set_node(pos, {name = name .. "_b", param2 = dir})
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minetest.set_node(above, {name = "doors:hidden", param2 = (dir + 3) % 4})
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else
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minetest.set_node(pos, {name = name .. "_a", param2 = dir})
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minetest.set_node(above, {name = "doors:hidden", param2 = dir})
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end
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minetest.set_node(above, { name = "doors:hidden" })
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local meta = minetest.get_meta(pos)
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meta:set_int("state", state)
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@@ -583,12 +608,11 @@ doors.register("door_obsidian_glass", {
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})
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-- From BFD: Cherry planks doors
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doors.register("door_cherry", {
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tiles = { "doors_door_cherry.png" },
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description = "Cherry Door",
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inventory_image = "doors_item_cherry.png",
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groups = {choppy=2,oddly_breakable_by_hand=2,flammable=2,door=1},
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groups = {choppy=2, oddly_breakable_by_hand=2, flammable=2, door=1},
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sounds = default.node_sound_wood_defaults(),
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recipe = {
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{"default:cherry_plank", "default:cherry_plank"},
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@@ -614,6 +638,7 @@ doors.register("door_tin", {
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}
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})
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-- doors prison MFF
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doors.register("door_prison", {
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tiles = { "doors_door_prison.png" },
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@@ -626,7 +651,6 @@ doors.register("door_prison", {
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{"darkage:iron_stick", "darkage:iron_stick"},
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{"darkage:iron_stick", "darkage:iron_stick"},
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{"darkage:iron_stick", "darkage:iron_stick"}
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}
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})
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@@ -947,4 +971,358 @@ doors.register_fencegate("doors:gate_aspen_wood", {
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})
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-- door 3 nodes
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dofile(minetest.get_modpath("doors").."/doors3.lua")
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function doors.register3(name, def)
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if not name:find(":") then
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name = "doors:" .. name
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end
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-- replace old doors of this type automatically
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minetest.register_lbm({
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name = ":doors:replace_" .. name:gsub(":", "_"),
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nodenames = {name.."_b_1", name.."_b_2"},
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action = function(pos, node)
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local l = tonumber(node.name:sub(-1))
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local meta = minetest.get_meta(pos)
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local h = meta:get_int("right") + 1
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local p2 = node.param2
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local replace = {
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{ { type = "a", state = 0 }, { type = "a", state = 3 } },
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{ { type = "b", state = 1 }, { type = "b", state = 2 } }
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}
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local new = replace[l][h]
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-- retain infotext and doors_owner fields
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minetest.swap_node(pos, {name = name .. "_" .. new.type, param2 = p2})
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meta:set_int("state", new.state)
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-- properly place doors:hidden at the right spot
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local p3 = p2
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if new.state >= 2 then
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p3 = (p3 + 3) % 4
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end
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if new.state % 2 == 1 then
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if new.state >= 2 then
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p3 = (p3 + 1) % 4
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else
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p3 = (p3 + 3) % 4
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end
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end
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-- wipe meta on top node as it's unused
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minetest.set_node({x = pos.x, y = pos.y + 1, z = pos.z},
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{name = "doors:hidden", param2 = p3})
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minetest.set_node({x = pos.x, y = pos.y + 2, z = pos.z},
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{name = "doors:hidden", param2 = p3})
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end
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})
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minetest.register_craftitem(":" .. name, {
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description = def.description,
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inventory_image = def.inventory_image,
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on_place = function(itemstack, placer, pointed_thing)
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local pos = nil
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if not pointed_thing.type == "node" then
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return itemstack
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end
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local node = minetest.get_node(pointed_thing.under)
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local pdef = minetest.registered_nodes[node.name]
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if pdef and pdef.on_rightclick then
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return pdef.on_rightclick(pointed_thing.under,
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node, placer, itemstack, pointed_thing)
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end
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if pdef and pdef.buildable_to then
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pos = pointed_thing.under
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else
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pos = pointed_thing.above
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node = minetest.get_node(pos)
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pdef = minetest.registered_nodes[node.name]
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if not pdef or not pdef.buildable_to then
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return itemstack
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end
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end
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local above = { x = pos.x, y = pos.y + 1, z = pos.z }
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if not minetest.registered_nodes[minetest.get_node(above).name].buildable_to then
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return itemstack
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end
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local above2 = { x = pos.x, y = pos.y + 2, z = pos.z }
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if not minetest.registered_nodes[minetest.get_node(above2).name].buildable_to then
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return itemstack
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end
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local pn = placer:get_player_name()
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if minetest.is_protected(pos, pn) or minetest.is_protected(above, pn) or minetest.is_protected(above2, pn) then
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return itemstack
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end
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local dir = minetest.dir_to_facedir(placer:get_look_dir())
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local ref = {
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{ x = -1, y = 0, z = 0 },
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{ x = 0, y = 0, z = 1 },
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{ x = 1, y = 0, z = 0 },
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{ x = 0, y = 0, z = -1 },
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}
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local aside = {
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x = pos.x + ref[dir + 1].x,
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y = pos.y + ref[dir + 1].y,
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z = pos.z + ref[dir + 1].z,
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}
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local state = 0
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if minetest.get_item_group(minetest.get_node(aside).name, "door") == 1 then
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state = state + 2
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minetest.set_node(pos, {name = name .. "_b", param2 = dir})
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else
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minetest.set_node(pos, {name = name .. "_a", param2 = dir})
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end
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minetest.set_node(above, { name = "doors:hidden" })
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minetest.set_node(above2, { name = "doors:hidden" })
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local meta = minetest.get_meta(pos)
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meta:set_int("state", state)
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if def.protected then
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local pn = placer:get_player_name()
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meta:set_string("doors_owner", pn)
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meta:set_string("infotext", "Owned by " .. pn)
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end
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if not minetest.setting_getbool("creative_mode") then
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itemstack:take_item()
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end
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on_place_node(pos, minetest.get_node(pos), placer, node, itemstack, pointed_thing)
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return itemstack
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end
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})
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local can_dig = function(pos, digger)
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if not def.protected then
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return true
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end
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if minetest.check_player_privs(digger:get_player_name(), {protection_bypass = true}) then
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return true
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end
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local meta = minetest.get_meta(pos)
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local name = ""
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if digger then
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name = digger:get_player_name()
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end
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return meta:get_string("doors_owner") == name
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end
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if not def.sounds then
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def.sounds = default.node_sound_wood_defaults()
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end
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if not def.sound_open then
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def.sound_open = "doors_door_open"
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end
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if not def.sound_close then
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def.sound_close = "doors_door_close"
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end
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def.groups.not_in_creative_inventory = 1
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def.groups.door = 1
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def.drop = name
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def.door = {
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name = name,
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sounds = { def.sound_close, def.sound_open },
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}
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def.on_rightclick = function(pos, node, clicker)
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_doors.door_toggle(pos, clicker)
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end
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def.after_dig_node = function(pos, node, meta, digger)
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minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
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minetest.remove_node({x = pos.x, y = pos.y + 2, z = pos.z})
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nodeupdate({x = pos.x, y = pos.y + 2, z = pos.z})
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end
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def.can_dig = function(pos, player)
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return can_dig(pos, player)
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end
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def.on_rotate = function(pos, node, user, mode, new_param2)
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return false
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end
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if def.protected then
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def.on_blast = function() end
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else
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def.on_blast = function(pos, intensity)
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minetest.remove_node(pos)
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-- hidden node doesn't get blasted away.
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minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
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minetest.remove_node({x = pos.x, y = pos.y + 2, z = pos.z})
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return {name}
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end
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end
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def.on_destruct = function(pos)
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minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
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minetest.remove_node({x = pos.x, y = pos.y + 2, z = pos.z})
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end
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minetest.register_node(":" .. name .. "_a", {
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description = def.description,
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visual = "mesh",
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mesh = "door3_a.obj",
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tiles = def.tiles,
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drawtype = "mesh",
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paramtype = "light",
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paramtype2 = "facedir",
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sunlight_propagates = true,
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walkable = true,
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is_ground_content = false,
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buildable_to = false,
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drop = def.drop,
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groups = def.groups,
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sounds = def.sounds,
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door = def.door,
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on_rightclick = def.on_rightclick,
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after_dig_node = def.after_dig_node,
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can_dig = def.can_dig,
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on_rotate = def.on_rotate,
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on_blast = def.on_blast,
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on_destruct = def.on_destruct,
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selection_box = {
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type = "fixed",
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fixed = { -1/2,-1/2,-1/2,1/2,2.5,-6/16}
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},
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collision_box = {
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type = "fixed",
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fixed = { -1/2,-1/2,-1/2,1/2,2.5,-6/16}
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},
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})
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minetest.register_node(":" .. name .. "_b", {
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description = def.description,
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visual = "mesh",
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mesh = "door3_b.obj",
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tiles = def.tiles,
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drawtype = "mesh",
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paramtype = "light",
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paramtype2 = "facedir",
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sunlight_propagates = true,
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walkable = true,
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is_ground_content = false,
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buildable_to = false,
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drop = def.drop,
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groups = def.groups,
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sounds = def.sounds,
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door = def.door,
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on_rightclick = def.on_rightclick,
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after_dig_node = def.after_dig_node,
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can_dig = def.can_dig,
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on_rotate = def.on_rotate,
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on_blast = def.on_blast,
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on_destruct = def.on_destruct,
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selection_box = {
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type = "fixed",
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fixed = { -1/2,-1/2,-1/2,1/2,2.5,-6/16}
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},
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collision_box = {
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type = "fixed",
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fixed = { -1/2,-1/2,-1/2,1/2,2.5,-6/16}
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},
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})
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if def.recipe then
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minetest.register_craft({
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output = name,
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recipe = def.recipe,
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})
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end
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_doors.registered_doors3[name .. "_a"] = true
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_doors.registered_doors3[name .. "_b"] = true
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end
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doors.register3("door3_wood", {
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tiles = {{ name = "doors_door3_wood.png", backface_culling = true }},
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description = "Wooden Door 3 Nodes",
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inventory_image = "doors3_item_wood.png",
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groups = { snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 2 },
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recipe = {
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{"", "", ""},
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{"", "doors:door_wood", ""},
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{"", "doors:door_wood", ""},
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}
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})
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doors.register3("door3_steel", {
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tiles = {{ name = "doors_door3_steel.png", backface_culling = true }},
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description = "Steel Door 3 Nodes",
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inventory_image = "doors3_item_steel.png",
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protected = true,
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groups = { snappy = 1, bendy = 2, cracky = 1, melty = 2, level = 2 },
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sound_open = "doors_steel_door_open",
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sound_close = "doors_steel_door_close",
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recipe = {
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{"", "", ""},
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{"", "doors:door_steel", ""},
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{"", "doors:door_steel", ""},
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}
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})
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doors.register3("door3_glass", {
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tiles = { "doors_door3_glass.png"},
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description = "Glass Door 3 Nodes",
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inventory_image = "doors3_item_glass.png",
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groups = { snappy=1, cracky=1, oddly_breakable_by_hand=3 },
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sounds = default.node_sound_glass_defaults(),
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recipe = {
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{"", "", ""},
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{"", "doors:door_glass", ""},
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{"", "doors:door_glass", ""},
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}
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})
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doors.register3("door3_obsidian_glass", {
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tiles = { "doors_door3_obsidian_glass.png" },
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description = "Obsidian Glass Door 3 Nodes",
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inventory_image = "doors3_item_obsidian_glass.png",
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groups = { snappy=1, cracky=1, oddly_breakable_by_hand=3 },
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sounds = default.node_sound_glass_defaults(),
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recipe = {
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{"", "", ""},
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{"", "doors:door_obsidian_glass", ""},
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{"", "doors:door_obsidian_glass", ""},
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},
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})
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-- From BFD: Cherry planks doors
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doors.register3("door3_cherry", {
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tiles = { "doors_door3_cherry.png" },
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description = "Cherry Door 3 Nodes",
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inventory_image = "doors3_item_cherry.png",
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groups = {choppy=2, oddly_breakable_by_hand=2, flammable=2, door=1},
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sounds = default.node_sound_wood_defaults(),
|
||||
recipe = {
|
||||
{"", "", ""},
|
||||
{"", "doors:door_cherry", ""},
|
||||
{"", "doors:door_cherry", ""},
|
||||
},
|
||||
})
|
||||
|
||||
-- doors prison MFF
|
||||
doors.register3("door3_prison", {
|
||||
tiles = { "doors_door3_prison.png" },
|
||||
description = "Prison Door 3 Nodes",
|
||||
inventory_image = "doors3_item_prison.png",
|
||||
groups = {snappy=1,bendy=2,cracky=1,melty=2,level=2,door=1},
|
||||
protected = true,
|
||||
sounds = default.node_sound_stone_defaults(),
|
||||
recipe = {
|
||||
{"", "", ""},
|
||||
{"", "doors:door_prison", ""},
|
||||
{"", "doors:door_prison", ""},
|
||||
}
|
||||
})
|
||||
|
||||
Reference in New Issue
Block a user