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75 changed files with 245 additions and 2192 deletions

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@ -2,7 +2,7 @@
### Requirements: ### Requirements:
Luanti Luanti/Minetest 5.9.0+
Experience with modding in Luanti Experience with modding in Luanti
@ -16,6 +16,8 @@ Comments are encouraged, but don't go overboard.
Make sure to test the code before opening the PR (or open a draft PR). Make sure to test the code before opening the PR (or open a draft PR).
Ensure it supports the 5 most recent releases of Luanti, not including patch releases.
After you have finished, open a PR and **clearly explain what the PR does.** After you have finished, open a PR and **clearly explain what the PR does.**
If it closes an issue, be sure to mention the issue. If it closes an issue, be sure to mention the issue.

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@ -1,5 +0,0 @@
Simple Shooter Game (c) 2026 by a-bad-dev/user333_ and contributors is licensed under CC BY-SA 4.0.
To view a copy of this license, visit https://creativecommons.org/licenses/by-sa/4.0/
Simple Shooter Game uses textures and mods from various sources, see the mods/misc/* and mods/mtg/* subfolders for the respective licences.

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@ -1,4 +1,4 @@
# simple-shooter-game # simple-shooter-game
A FPS game for the [Luanti game engine](https://luanti.org). Currently very WIP A FPS game for the [Luanti Game Engine](https://luanti.org) (version 5.9.0+). Currently very WIP
PRs welcome! PRs welcome!

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@ -2,12 +2,13 @@ Lines starting with "!" are high priority
TODO: TODO:
!- Add namespacing (`ssg.xyz()`) !- Add namespacing (`ssg.xyz()`)
!- Fix mapgen breaking when using non-singlenode mapgens (such as on dedicated servers, a workaround is to create it on a client and transfer it to the server) !- Fix mapgen breaking when hosting from a dedicated server instead of the mainmenu (sometimes .-.)
-- GUIs to do everything -- GUIs to do everything
-- Improve the maps by adding structures -- Improve the maps by adding structures
-- Random loot spawning in chests in predefined places (inside houses) -- Random loot spawning in chests in predefined places (inside houses)
-- Make guns zoom in with a crosshair while rightclick is held !- Add a proper licence and give credit to the creators of the mods used
!- Make guns zoom in with a crosshair while rightclick is held
-- Polish the game -- Polish the game
-- Rewrite the game from scratch with higher code standards (it's never going to happen, is it...) -- Rewrite the main mod from scratch with higher code standards
-- A scoring system with leaderboards -- A scoring system with leaderboards
-- Implement configurable teams -- Implement configurable teams

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@ -1,3 +1,3 @@
title = Simple Shooter Game min_minetest_version = 5.9.0
name = Simple Shooter Game
allowed_mapgens = singlenode allowed_mapgens = singlenode
author = a-bad-dev

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@ -6,7 +6,7 @@ core.register_globalstep(function(dtime)
if timer >= 10 then if timer >= 10 then
timer = 0 timer = 0
for _, player in pairs(core.get_connected_players()) do for _, player in pairs(core.get_connected_players()) do
if alive_players[player:get_player_name()] == "alive" and player:get_hp() > 0 then if alive_players[player:get_player_name()] == "alive" then
player:set_hp(math.min(player:get_hp() + 2, 20)) player:set_hp(math.min(player:get_hp() + 2, 20))
end end
end end

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@ -12,13 +12,8 @@ core.register_chatcommand("start", {
if match_state == "pre_match" or match_state == "post_match" or match_state == "in_progress" then if match_state == "pre_match" or match_state == "post_match" or match_state == "in_progress" then
return false, "-!- Match is already in progress!" return false, "-!- Match is already in progress!"
end end
local sucess = start_match(param) start_match(param)
if not map_data then
return false, "-!- Map not found!"
end
return true, "-!- Match started!" return true, "-!- Match started!"
end end
}) })
@ -28,7 +23,7 @@ core.register_chatcommand("stop", {
privs = {match_manager = true}, privs = {match_manager = true},
description = "Terminate the match", description = "Terminate the match",
func = function() func = function()
if match_state ~= "post_match" and match_state ~= "not_started" then if match_state ~= "pre_match" and match_state ~= "post_match" and match_state ~= "not_started" then
core.chat_send_all(core.colorize("red", "Match terminated.")) core.chat_send_all(core.colorize("red", "Match terminated."))
end_match() end_match()
@ -38,16 +33,3 @@ core.register_chatcommand("stop", {
return false, "Match cannot be terminated at the moment." return false, "Match cannot be terminated at the moment."
end end
}) })
core.register_chatcommand("maps", {
params = "",
privs = {match_manager = true},
description = "List all maps",
func = function()
local list_string = "Available maps:\n"
for _, map in pairs(map_list) do
list_string = list_string .. map .. "\n"
end
return true, list_string .. "\nUse /start <map> to start a match."
end
})

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@ -1,17 +1,3 @@
match_start_jobs = {}
loading_tips = {
"Open the inventory to change class!",
"Short-range is good for small/dense maps!",
"Mid-range is good on maps with long tunnels or open areas!",
"Long-range is good for maps with really open and large areas!",
"Ambushing can be powerful assuming you're not found!",
"Players may sneak up on you from behind!",
"You *can't* be shot under water!",
"The Short-range class can one-shot from 6 to 7 nodes away!",
"Using torches may allow enemies to sneak up on you in the dark!",
"e s p i o n a g e",
}
-- Functions for SSG -- Functions for SSG
function make_player_invisible(player) -- Hide a player (pre-match and spectator) function make_player_invisible(player) -- Hide a player (pre-match and spectator)
save_player_data(player) save_player_data(player)
@ -39,7 +25,7 @@ function give_player_items(player) -- Give the player their initial stuff
for i = 1, #map_data.classes.class_2.initial_items do for i = 1, #map_data.classes.class_2.initial_items do
inv:add_item("main", map_data.classes.class_2.initial_items[i]) inv:add_item("main", map_data.classes.class_2.initial_items[i])
end end
elseif class == "3" then elseif class == "3" then
for i = 1, #map_data.classes.class_3.initial_items do for i = 1, #map_data.classes.class_3.initial_items do
inv:add_item("main", map_data.classes.class_3.initial_items[i]) inv:add_item("main", map_data.classes.class_3.initial_items[i])
@ -59,35 +45,34 @@ function set_player_mode(player, mode) -- Set player mode (spectator, pre-match,
}) })
load_player_data(player) load_player_data(player)
privs.noclip, privs.fast, privs.fly, privs.interact, privs.debug = false, false, false, true, false privs.noclip, privs.fast, privs.fly, privs.interact = false, false, false, true
playertag.set(player, playertag.TYPE_ENTITY, {a = 255, r = 255, g = 255, b = 255}) playertag.set(player, playertag.TYPE_ENTITY, {a = 255, r = 255, g = 255, b = 255})
player:set_inventory_formspec([[ player:set_inventory_formspec([[
size[8,4] size[8,4]
list[current_player;main;0,0;8,1;] list[current_player;main;0,0;8,1;]
list[current_player;main;0,1.25;8,3;8] list[current_player;main;0,1.25;8,3;8]
listring[current_player;main] listring[current_player;main]
]]) ]])
player:hud_set_flags({ player:hud_set_flags({
hotbar = true, hotbar = true,
healthbar = true, healthbar = true,
breathbar = true, breathbar = true,
}) })
elseif mode == "spectator" then elseif mode == "spectator" then
privs.noclip, privs.fast, privs.fly, privs.interact, privs.debug = true, true, true, false, true privs.noclip, privs.fast, privs.fly, privs.interact = true, true, true, false
make_player_invisible(player) make_player_invisible(player)
core.chat_send_player(player_name, core.colorize("#0574fc", "You are now a spectator.")) core.chat_send_player(player_name, core.colorize("blue", "You are now a spectator."))
player:set_inventory_formspec([[ player:set_inventory_formspec([[
size[8,4] size[8,4]
list[current_player;main;0,0;8,1;] list[current_player;main;0,0;8,1;]
list[current_player;main;0,1.25;8,3;8] list[current_player;main;0,1.25;8,3;8]
listring[current_player;main] listring[current_player;main]
]]) ]])
player:hud_set_flags({ player:hud_set_flags({
@ -102,17 +87,17 @@ function set_player_mode(player, mode) -- Set player mode (spectator, pre-match,
make_player_invisible(player) make_player_invisible(player)
player:set_inventory_formspec([[ player:set_inventory_formspec([[
size[8,6] size[8,6]
label[3,0.1;Change class:] label[3,0.1;Change class:]
button[0.3,1;2.5,1;class_sniper;]] .. map_data.classes.class_1.name .. [[] button[0.3,1;2.5,1;class_sniper;]] .. map_data.classes.class_1.name .. [[]
button[2.8,1;2.5,1;class_assault;]] .. map_data.classes.class_2.name .. [[] button[2.8,1;2.5,1;class_assault;]] .. map_data.classes.class_2.name .. [[]
button[5.3,1;2.5,1;class_shotgun;]] .. map_data.classes.class_3.name .. [[] button[5.3,1;2.5,1;class_shotgun;]] .. map_data.classes.class_3.name .. [[]
list[current_player;main;0,2;8,1;] list[current_player;main;0,2;8,1;]
list[current_player;main;0,3.25;8,3;8] list[current_player;main;0,3.25;8,3;8]
listring[current_player;main] listring[current_player;main]
]]) ]])
player:hud_set_flags({ player:hud_set_flags({
@ -130,122 +115,70 @@ function start_match(map) -- Start the match
return return
end end
place_map(map or "forest") -- default to forest if no map is specified set_match_state("pre_match")
if not map_data then map_data = place_map(map or "forest") -- default to forest if no map is specified
return nil
end
local map_loading_images = {} assert(loadstring(map_data.scripts.on_start or ""))()
core.chat_send_all(core.colorize("green", string.format("Match about to start in %d seconds!\nOpen inventory to change class!", map_data.start_time)))
for _, player in pairs(core.get_connected_players()) do for _, player in pairs(core.get_connected_players()) do
set_player_mode(player, "pre_match") set_player_mode(player, "pre_match")
map_loading_images[player:get_player_name()] = {
loading = player:hud_add({
type = "image",
position = {x=0.5, y=0.5},
image_scale = 100,
text = "map_loading.png",
scale = {x=-100, y=-100},
z_index = 1000,
}),
info = player:hud_add({
type = "text",
position = {x=0.5, y=0.7},
text = loading_tips[math.random(1, #loading_tips)],
number = 0xFFFFFF,
z_index = 1000,
})
}
give_player_items(player) give_player_items(player)
player:set_pos(map_data.spawn) player:set_pos({x = map_data.spawn_x, y = map_data.spawn_y, z = map_data.spawn_z})
player:set_hp(20) player:set_hp(20)
end end
core.after(3, function() for i = 10, 1, -1 do -- count down from 10 to 1 (yes you are free to set me on fire for this horrible solution)
set_match_state("pre_match") core.after(map_data.start_time - 10 + i, function()
core.chat_send_all(core.colorize("green", string.format("Match starts in %d second%s.", 11 - i, 11 - i == 1 and "" or "s"))) -- <- RIP readability
end)
end
core.after(map_data.start_time, function()
set_match_state("in_progress")
core.chat_send_all(core.colorize("green", "Match started!"))
remove_barrier(map_data.size_x, map_data.barrier_level, map_data.size_z)
alive_players = {}
for _, player in pairs(core.get_connected_players()) do for _, player in pairs(core.get_connected_players()) do
player:set_pos(map_data.spawn) local player_name = player:get_player_name()
inv = player:get_inventory()
for _, id in pairs(map_loading_images[player:get_player_name()]) do
player:hud_remove(id) inv:set_list("main", {})
end
give_player_items(player)
player:set_properties({
pointable = true, -- allow players to be killable after the match starts
})
alive_players[player_name] = "alive"
set_player_mode(player, "normal")
end end
if map_data.on_start then
map_data.on_start()
end
core.chat_send_all(core.colorize("#b011f9", string.format("Match about to start in %d seconds!\nOpen inventory to change class!", map_data.start_time)))
match_start_jobs = {countdown = {}, map = nil}
for i = 10, 1, -1 do -- count down from 10 to 1 (yes you are free to set me on fire for this horrible solution)
table.insert(match_start_jobs.countdown, core.after(map_data.start_time - 10 + i, function()
core.chat_send_all(core.colorize("green", string.format("Match starts in %d second%s.", 11 - i, 11 - i == 1 and "" or "s"))) -- <- RIP readability
end))
end
match_start_jobs.map = core.after(map_data.start_time, function()
match_start_jobs = nil
set_match_state("in_progress")
core.chat_send_all(core.colorize("green", "Match started!"))
remove_barrier()
alive_players = {}
for _, player in pairs(core.get_connected_players()) do
local player_name = player:get_player_name()
local inv = player:get_inventory()
inv:set_list("main", {})
give_player_items(player)
player:set_properties({
pointable = true, -- allow players to be killable after the match starts
})
alive_players[player_name] = "alive"
set_player_mode(player, "normal")
end
end)
end) end)
end end
function end_match() -- End the match function end_match() -- End the match
set_match_state("not_started") set_match_state("not_started")
if match_start_jobs then
match_start_jobs.map:cancel()
for _, job in pairs(match_start_jobs.countdown) do
job:cancel()
end
match_start_jobs = nil
end
if map_data.on_end then
map_data.on_end()
end
for _, player in pairs(core.get_connected_players()) do for _, player in pairs(core.get_connected_players()) do
player:set_pos(spawn_pos) player:set_pos(spawn_pos)
player:get_inventory():set_list("main", {}) player:get_inventory():set_list("main", {})
player:set_inventory_formspec([[ player:set_inventory_formspec([[
size[8,4] size[8,4]
list[current_player;main;0,0;8,1;] list[current_player;main;0,0;8,1;]
list[current_player;main;0,1.25;8,3;8] list[current_player;main;0,1.25;8,3;8]
listring[current_player;main] listring[current_player;main]
]]) ]])
player:set_properties({pointable = false}) player:set_properties({pointable = false})
set_player_mode(player, "normal") set_player_mode(player, "normal")
@ -265,11 +198,11 @@ function save_player_data(player) -- Save the player's skin storing it in their
if skins[1] == "blank.png" then if skins[1] == "blank.png" then
return return
end end
player:get_meta():set_string("skin", core.serialize(skins)) player:get_meta():set_string("skin", core.serialize(skins))
end end
function load_player_data(player) -- Load the player's skin stored in their metadata function load_player_data(player) -- Load the player's skin stored in their metadata
local skins = core.deserialize(player:get_meta():get_string("skin")) local skins = core.deserialize(player:get_meta():get_string("skin"))
player:set_properties({ player:set_properties({
@ -294,6 +227,8 @@ function kill_player(player, reason) -- Handle killed/disconnected players prope
if #alive_player_names == 1 then if #alive_player_names == 1 then
local winner_name = alive_player_names[1] local winner_name = alive_player_names[1]
core.chat_send_all(core.colorize("green", winner_name .. " is the winner!")) core.chat_send_all(core.colorize("green", winner_name .. " is the winner!"))
assert(loadstring(map_data.scripts.on_end or ""))()
set_match_state("post_match") set_match_state("post_match")

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@ -38,12 +38,11 @@ core.register_on_joinplayer(function(player)
player:get_inventory():set_list("main", {}) player:get_inventory():set_list("main", {})
player:set_inventory_formspec([[ player:set_inventory_formspec([[
size[8,4] size[8,4]
list[current_player;main;0,0;8,1;] list[current_player;main;0,0;8,1;]
list[current_player;main;0,1.25;8,3;8] list[current_player;main;0,1.25;8,3;8]
listring[current_player;main] listring[current_player;main]
]]) ]])
player:set_properties({pointable = false}) player:set_properties({pointable = false})
player:hud_set_flags({ player:hud_set_flags({
@ -60,13 +59,13 @@ end)
core.register_on_leaveplayer(function(player) core.register_on_leaveplayer(function(player)
local player_name = player:get_player_name() local player_name = player:get_player_name()
kill_player(player, "left the game") kill_player(player, "left the game")
end) end)
core.register_on_dieplayer(function(player) core.register_on_dieplayer(function(player)
local player_name = player:get_player_name() local player_name = player:get_player_name()
kill_player(player, "died") kill_player(player, "died")
end) end)
@ -76,9 +75,9 @@ core.register_on_respawnplayer(function(player)
if match_state == "in_progress" or match_state == "post_match" then if match_state == "in_progress" or match_state == "post_match" then
set_player_mode(player, "spectator") set_player_mode(player, "spectator")
player:set_pos(map_data.spawn) player:set_pos({x = map_data.spawn_x, y = map_data.spawn_y, z = map_data.spawn_z})
player:get_inventory():set_list("main", {}) player:get_inventory():set_list("main", {})
player:set_properties({pointable = false}) player:set_properties({pointable = false})
end end

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@ -6,8 +6,6 @@ Requirements:
[Minetest/Luanti 5.0.0 or later](https://luanti.org/) [Minetest/Luanti 5.0.0 or later](https://luanti.org/)
(you need at least 5.0.0 to make the map, but you need a more recent version to actually test it)
[Minetest Game](https://content.luanti.org/packages/Luanti/minetest_game/) [Minetest Game](https://content.luanti.org/packages/Luanti/minetest_game/)
[WorldEdit](https://content.luanti.org/packages/sfan5/worldedit/) [WorldEdit](https://content.luanti.org/packages/sfan5/worldedit/)
@ -34,17 +32,23 @@ Step 8: Open the `map.lua` file in a text editor and put the following content i
```lua ```lua
local map_data = { local map_data = {
name = "(Your map name here)", name = "(Your map name here)",
size = vector.new(Your map size) size_x = (Size in the X direction of your map),
size_y = (Size in the Y direction of your map),
size_z = (Size in the Z direction of your map),
barrier_level = (Distance from the bottom of the map to the barrier), barrier_level = (Distance from the bottom of the map to the barrier),
spawn = vector.new(Your spawn coordinates relative to map position, can be set to nil) spawn_x = nil,
spawn_y = nil,
spawn_z = nil,
start_time = (Amount of time in seconds before the barrier is removed), start_time = (Amount of time in seconds before the barrier is removed),
on_start = function(), scripts = {
on_end = function(), on_start = "(Lua script to be run after /start is run, leave blank unless you know what you are doing!)",
on_barrier_remove = function(), on_barrier_remove = "(Lua script to be run after the barrier is removed, leave blank unless you know what you are doing!)",
on_end = "(Lua script to be run after the match has ended, leave blank unless you know what you are doing!)"
},
classes = { classes = {
class_1 = { class_1 = {
@ -63,6 +67,8 @@ local map_data = {
} }
} }
} }
return map_data
``` ```
Step 9: Open Minetest/Luanti and create a new world with Simple Shooter Game. Step 9: Open Minetest/Luanti and create a new world with Simple Shooter Game.

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@ -1,33 +1,18 @@
-- Maps mod for SSG -- Maps mod for SSG
local map_path = core.get_modpath("maps") .. "/maps/"
map_data = {}
map_list = core.get_dir_list(map_path, true)
table.sort(map_list)
function place_map(map) function place_map(map)
local map_pos = vector.new(0, 0, 0) local map_path = core.get_modpath("maps") .. "/maps/"
local map_data = dofile(map_path .. map .. "/map.lua")
local barrier_nodes = {}
for i = 1, #map_list do
if map_list[i] == map then
map_pos = vector.new(1000 * (i - 1), 0, 0)
break
elseif i == #map_list then
return nil
end
end
map_data = dofile(map_path .. map .. "/map.lua")
map_data.pos = map_pos
core.place_schematic(map_pos, map_path .. map .. "/map.mts", 0, nil, true)
if not map_data.spawn then -- set a default spawnpoint if not set core.place_schematic({x=0, y=0, z=0}, map_path .. map .. "/map.mts", 0, nil, true)
map_data.spawn = vector.new(map_data.size.x / 2, map_data.barrier_level + 1, map_data.size.z / 2) + map_pos
else if map_data.spawn_x == nil or map_data.spawn_y == nil or map_data.spawn_z == nil then -- set a default spawnpoint if not set
map_data.spawn = map_data.spawn + map_pos map_data.spawn_x = map_data.size_x / 2
map_data.spawn_y = map_data.barrier_level + 1
map_data.spawn_z = map_data.size_z / 2
end end
if map_data.start_time == nil or map_data.start_time <= 0 then if map_data.start_time == nil or map_data.start_time <= 0 then
map_data.start_time = 30 map_data.start_time = 30
end end
@ -38,30 +23,32 @@ function place_map(map)
map_data.classes.class_2 = {} map_data.classes.class_2 = {}
map_data.classes.class_3 = {} map_data.classes.class_3 = {}
end end
if map_data.classes.class_1.initial_items == nil or map_data.classes.class_1.name == nil then if map_data.classes.class_1.initial_items == nil or map_data.classes.class_1.name == nil then
map_data.classes.class_1.initial_items = {"ctf_ranged:m200_loaded", "default:sword_stone", "ctf_ranged:ammo 99"} map_data.classes.class_1.initial_items = {"ctf_ranged:m200_loaded", "default:sword_stone", "ctf_ranged:ammo 100"}
map_data.classes.class_1.name = "Long-range" map_data.classes.class_1.name = "Long-range"
end end
if map_data.classes.class_2.initial_items == nil or map_data.classes.class_2.name == nil then if map_data.classes.class_2.initial_items == nil or map_data.classes.class_2.name == nil then
map_data.classes.class_2.initial_items = {"ctf_ranged:ak47_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99"} map_data.classes.class_2.initial_items = {"ctf_ranged:ak47_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 100"}
map_data.classes.class_2.name = "Mid-range" map_data.classes.class_2.name = "Mid-range"
end end
if map_data.classes.class_3.initial_items == nil or map_data.classes.class_3.name == nil then if map_data.classes.class_3.initial_items == nil or map_data.classes.class_3.name == nil then
map_data.classes.class_3.initial_items = {"ctf_ranged:benelli_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99"} map_data.classes.class_3.initial_items = {"ctf_ranged:benelli_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 100"}
map_data.classes.class_3.name = "Short-range" map_data.classes.class_3.name = "Short-range"
end end
return map_data
end end
function remove_barrier() function remove_barrier(x, y, z)
for _, player in pairs(core.get_connected_players()) do for node_x = 1, x - 2 do
local pos = player:get_pos() for node_z = 1, z - 2 do
player:set_pos({x=pos.x, y=map_data.barrier_level - 3.5, z=pos.z}) core.set_node({x = node_x, y = y - 1, z = node_z}, {name = "air"}) -- account for the fact that lua counts starting at 1... i think.... whatever, it works \_('_')_/
end end
if map_data.on_barrier_remove then
map_data.on_barrier_remove()
end end
assert(loadstring(map_data.scripts.on_barrier_remove or ""))()
return ""
end end

View file

@ -1,14 +0,0 @@
return {
name = "1v1",
size = vector.new(41, 31, 38),
barrier_level = 27,
spawn = nil,
start_time = 15,
on_start = nil,
on_end = nil,
on_barrier_remove = nil,
}

Binary file not shown.

View file

@ -1,14 +1,22 @@
return { local map_data = {
name = "forest-2", name = "forest-2",
size = vector.new(189, 71, 102), size_x = 189,
size_y = 71,
size_z = 102,
barrier_level = 67, -- <- Y level of the barrier barrier_level = 67, -- <- Y level of the barrier
spawn = nil, spawn_x = nil,
spawn_y = nil,
spawn_z = nil,
start_time = 45, start_time = 45,
on_start = nil, scripts = { -- "temporary" hack to ensure there's nothing on top of the map
on_end = nil, on_start = "for x=0, 188 do\nfor y=0, 4 do\nfor z=0, 101 do\ncore.set_node({x=x,y=71+y,z=z}, {name=\"air\"})\nend\nend\nend",
on_barrier_remove = nil, on_barrier_remove = "",
on_end = ""
}
} }
return map_data

View file

@ -1,14 +1,22 @@
return { local map_data = {
name = "forest-3", name = "forest-3",
size = vector.new(537, 117, 244), size_x = 537,
size_y = 117,
size_z = 244,
barrier_level = 113, -- <- Y level of the barrier barrier_level = 113, -- <- Y level of the barrier
spawn = nil, spawn_x = nil,
spawn_y = nil,
spawn_z = nil,
start_time = 60, start_time = 60,
on_start = nil, scripts = {
on_end = nil, on_start = "",
on_barrier_remove = nil, on_barrier_remove = "",
on_end = ""
}
} }
return map_data

View file

@ -1,31 +0,0 @@
return {
name = "forest-4",
size = vector.new(190, 69, 155),
barrier_level = 65,
spawn = nil,
start_time = 30,
on_start = nil,
on_end = nil,
on_barrier_remove = nil,
classes = {
class_1 = {
name = "Long-range",
initial_items = {"ctf_ranged:m200_loaded", "default:sword_stone", "ctf_ranged:ammo 99", "default:torch 1"}
},
class_2 = {
name = "Mid-ranged",
initial_items = {"ctf_ranged:ak47_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99", "default:torch 1"}
},
class_3 = {
name = "Short-range",
initial_items = {"ctf_ranged:benelli_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99", "default:torch 1"}
}
}
}

Binary file not shown.

View file

@ -1,31 +1,22 @@
return { local map_data = {
name = "forest", name = "forest",
size = vector.new(155, 53, 147), size_x = 155,
size_y = 53,
size_z = 147,
barrier_level = 49, -- <- Y level of the barrier barrier_level = 49, -- <- Y level of the barrier
spawn = nil, spawn_x = nil,
spawn_y = nil,
spawn_z = nil,
start_time = 30, start_time = 30,
on_start = nil, scripts = { -- "temporary" hack to ensure there's nothing on top of the map
on_end = nil, on_start = "for x=0, 154 do\nfor y=0, 16 do\nfor z=0, 146 do\ncore.set_node({x=x,y=53+y,z=z}, {name=\"air\"})\nend\nend\nend",
on_barrier_remove = nil, on_barrier_remove = "",
on_end = ""
classes = {
class_1 = {
name = "Long-range",
initial_items = {"ctf_ranged:m200_loaded", "default:sword_stone", "ctf_ranged:ammo 99", "default:torch 1"}
},
class_2 = {
name = "Mid-ranged",
initial_items = {"ctf_ranged:ak47_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99", "default:torch 1"}
},
class_3 = {
name = "Short-range",
initial_items = {"ctf_ranged:benelli_loaded", "ctf_ranged:glock17_loaded", "ctf_ranged:ammo 99", "default:torch 1"}
}
} }
} }
return map_data

Binary file not shown.

View file

@ -1,24 +0,0 @@
return {
name = "mini-map",
size = vector.new(8, 19, 8),
-- This is a ridiculous hack to prevent players from teleporting into the ground..
barrier_level = 19,
spawn = vector.new(4, 15, 4),
start_time = 15,
on_start = nil,
on_end = nil,
on_barrier_remove = function()
local pos = map_data.pos
local size = map_data.size + pos
for x = pos.x + 1, size.x - 2 do
for z = pos.z + 1, size.z - 2 do
core.set_node(vector.new(x, 14, z), {name = "air"})
end
end
end,
}

Binary file not shown.

View file

@ -1,14 +1,22 @@
return { local map_data = {
name = "pine", name = "pine",
size = vector.new(111, 64, 107), size_x = 111,
size_y = 64,
size_z = 107,
barrier_level = 60, -- <- Y level of the barrier barrier_level = 60, -- <- Y level of the barrier
spawn = nil, spawn_x = nil,
spawn_y = nil,
spawn_z = nil,
start_time = 30, start_time = 30,
on_start = nil, scripts = {
on_end = nil, on_start = "",
on_barrier_remove = nil, on_barrier_remove = "",
on_end = ""
}
} }
return map_data

View file

@ -1,14 +1,22 @@
return { local map_data = {
name = "savanna", name = "savanna",
size = vector.new(341, 83, 188), size_x = 341,
size_y = 83,
size_z = 188,
barrier_level = 79, -- <- Y level of the barrier barrier_level = 79, -- <- Y level of the barrier
spawn = nil, spawn_x = nil,
spawn_y = nil,
spawn_z = nil,
start_time = 45, start_time = 45,
on_start = nil, scripts = {
on_end = nil, on_start = "",
on_barrier_remove = nil, on_barrier_remove = "",
on_end = ""
}
} }
return map_data

View file

@ -50,7 +50,7 @@ end)
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
player_scope_huds[player:get_player_name()] = player:hud_add({ player_scope_huds[player:get_player_name()] = player:hud_add({
type = "image", hud_elem_type = "image",
alignment = { x=0.0, y=0.0 }, alignment = { x=0.0, y=0.0 },
position = {x = 0.5, y = 0.5}, position = {x = 0.5, y = 0.5},
scale = { x=2, y=2 }, scale = { x=2, y=2 },

View file

@ -254,7 +254,7 @@ ctf_ranged.simple_register_gun("ctf_ranged:m200", {
fire_sound = "ctf_ranged_m16fire", fire_sound = "ctf_ranged_m16fire",
rounds = 5, rounds = 5,
scope_zoom=10, scope_zoom=10,
range = 2000, range = 200,
damage = 15, damage = 15,
fire_interval = 2.0, fire_interval = 2.0,
liquid_travel_dist = 4, liquid_travel_dist = 4,

View file

@ -0,0 +1,27 @@
-- Makes players glow
minetest.register_on_joinplayer(function(player)
player:set_properties({glow = 3})
end)
local MIN_GLOW = 8
-- Makes dropped items glow
minetest.register_on_mods_loaded(function()
local itemdef = minetest.registered_entities["__builtin:item"]
local old_set_item = itemdef.set_item
itemdef.set_item = function(self, itemstring)
old_set_item(self, itemstring)
local iname = itemstring or self.itemstring
iname = ItemStack(iname):get_name()
if not minetest.registered_items[iname] or (minetest.registered_items[iname].light_source or 0) < MIN_GLOW then
self.object:set_properties({glow = MIN_GLOW})
else
self.object:set_properties({glow = minetest.registered_items[iname].light_source})
end
end
minetest.register_entity(":__builtin:item", itemdef)
end)

View file

@ -0,0 +1,2 @@
name = darkness_nerf
depends = default

View file

@ -130,7 +130,7 @@ local function update(player, settings)
if settings.type == TYPE_BUILTIN then if settings.type == TYPE_BUILTIN then
player:set_nametag_attributes({ player:set_nametag_attributes({
color = {a=settings.color.a or 255, r=settings.color.r or 255, g=settings.color.g or 255, b=settings.color.b or 255}, color = settings.color or {a=255, r=255, g=255, b=255},
bgcolor = {a=0, r=0, g=0, b=0}, bgcolor = {a=0, r=0, g=0, b=0},
}) })
elseif settings.type == TYPE_ENTITY then elseif settings.type == TYPE_ENTITY then
@ -162,32 +162,30 @@ function playertag.get_all()
end end
minetest.register_entity("playertag:tag", { minetest.register_entity("playertag:tag", {
initial_properties = { visual = "sprite",
visual = "sprite", visual_size = {x=2.16, y=0.18, z=2.16}, --{x=1.44, y=0.12, z=1.44},
visual_size = {x=2.16, y=0.18, z=2.16}, --{x=1.44, y=0.12, z=1.44}, textures = {"blank.png"},
textures = {"blank.png"}, collisionbox = { 0, -0.2, 0, 0, -0.2, 0 },
collisionbox = { 0, -0.2, 0, 0, -0.2, 0 }, physical = false,
physical = false, makes_footstep_sound = false,
makes_footstep_sound = false, backface_culling = false,
backface_culling = false, static_save = false,
static_save = false, pointable = false,
pointable = false, on_punch = function() return true end,
on_punch = function() return true end, on_deactivate = function(self, removal)
on_deactivate = function(self, removal) if not removal then
if not removal then local attachmentInfo = self.object:get_attach()
local attachmentInfo = self.object:get_attach() local player = nil
local player = nil if attachmentInfo then
if attachmentInfo then player = attachmentInfo.parent
player = attachmentInfo.parent end
end
if player and player:is_player() then if player and player:is_player() then
minetest.log("action", "Playertag for player "..player:get_player_name().." unloaded. Re-adding...") minetest.log("action", "Playertag for player "..player:get_player_name().." unloaded. Re-adding...")
update(player, players[player:get_player_name()]) update(player, players[player:get_player_name()])
end
end end
end end
} end
}) })
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)

View file

@ -0,0 +1 @@
hudbars?

View file

@ -37,7 +37,7 @@ minetest.register_on_joinplayer(function(player)
hb.init_hudbar(player, "sprint") hb.init_hudbar(player, "sprint")
else else
players[playerName].hud = player:hud_add({ players[playerName].hud = player:hud_add({
type = "statbar", hud_elem_type = "statbar",
position = {x=0.5,y=1}, position = {x=0.5,y=1},
size = {x=24, y=24}, size = {x=24, y=24},
text = "sprint_stamina_icon.png", text = "sprint_stamina_icon.png",
@ -70,14 +70,14 @@ minetest.register_globalstep(function(dtime)
--If the player is sprinting, create particles behind him/her --If the player is sprinting, create particles behind him/her
if playerInfo["sprinting"] == true and gameTime % 0.1 == 0 then if playerInfo["sprinting"] == true and gameTime % 0.1 == 0 then
local numParticles = math.random(1, 2) local numParticles = math.random(1, 2)
local playerPos = player:get_pos() local playerPos = player:getpos()
local playerNode = minetest.get_node({x=playerPos["x"], y=playerPos["y"]-1, z=playerPos["z"]}) local playerNode = minetest.get_node({x=playerPos["x"], y=playerPos["y"]-1, z=playerPos["z"]})
if playerNode["name"] ~= "air" then if playerNode["name"] ~= "air" then
for i=1, numParticles, 1 do for i=1, numParticles, 1 do
minetest.add_particle({ minetest.add_particle({
pos = {x=playerPos["x"]+math.random(-1,1)*math.random()/2,y=playerPos["y"]+0.1,z=playerPos["z"]+math.random(-1,1)*math.random()/2}, pos = {x=playerPos["x"]+math.random(-1,1)*math.random()/2,y=playerPos["y"]+0.1,z=playerPos["z"]+math.random(-1,1)*math.random()/2},
velocity = {x=0, y=5, z=0}, vel = {x=0, y=5, z=0},
acceleration = {x=0, y=-13, z=0}, acc = {x=0, y=-13, z=0},
expirationtime = math.random(), expirationtime = math.random(),
size = math.random()+0.5, size = math.random()+0.5,
collisiondetection = true, collisiondetection = true,

View file

@ -1,2 +0,0 @@
name = sprint
description = Slightly improved version of GunshipPenguin's sprint mod

View file

@ -1,674 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
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For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
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Developers that use the GNU GPL protect your rights with two steps:
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View file

@ -1,24 +0,0 @@
# wielded_light mod for Minetest
Idea taken from torches_wieldlight in https://github.com/minetest-mods/torches, but written from scratch and usable for all shining items.
![Screenshot](https://github.com/bell07/minetest-wielded_light/raw/master/screenshot.png)
All bright nodes with light value > 2 lighten the player environment if wielded, with value fewer by 2. (Torch 13->11 for example)
Dependencies: none
License: [GPL-3](https://github.com/bell07/minetest-wielded_light/blob/master/LICENSE)
Shining API:
`function wielded_light.update_light(pos, light_level)`
Enable or update the shining at pos with light_level for 0.6 seconds. Can be used in any on_step call to get other entitys shining for example
`wielded_light.register_item_light(itemname, light_level)`
Override or set custom light level to an item. This does not change the item/node definition, just the lighting in this mod.
`function wielded_light.update_light_by_item(stack, pos)`
Update light at pos using item shining settings -from registered item_light or from item definition

View file

@ -1,646 +0,0 @@
local mod_name = minetest.get_current_modname()
-- Node replacements that emit light
-- Sets of lighting_node={ node=original_node, level=light_level }
local lighting_nodes = {}
-- The nodes that can be replaced with lighting nodes
-- Sets of original_node={ [1]=lighting_node_1, [2]=lighting_node_2, ... }
local lightable_nodes = {}
-- Prefixes used for each node so we can avoid overlap
-- Pairs of prefix=original_node
local lighting_prefixes = {}
-- node_name=true pairs of lightable nodes that are liquids and can flood some light sources
local lightable_liquids = {}
-- How often will the positions of lights be recalculated
local update_interval = 0.2
-- How long until a previously lit node should be updated - reduces flicker
local removal_delay = update_interval * 0.5
-- How often will a node attempt to check itself for deletion
local cleanup_interval = update_interval * 3
-- How far in the future will the position be projected based on the velocity
local velocity_projection = update_interval * 1
-- How many light levels should an item held in the hand be reduced by, compared to the placed node
-- does not apply to manually registered light levels
local level_delta = 2
-- item=light_level pairs of registered wielded lights
local shiny_items = {}
-- List of custom callbacks for each update step
local update_callbacks = {}
local update_player_callbacks = {}
-- position={id=light_level} sets of known about light sources and their levels by position
local active_lights = {}
--[[ Sets of entities being tracked, in the form:
entity_id = {
obj = entity,
items = {
category_id..entity_id = {
level = light_level,
item? = item_name
}
},
update = true | false,
pos? = position_vector,
offset? = offset_vector,
}
]]
local tracked_entities = {}
-- position=true pairs of positions that need to be recaculated this update step
local light_recalcs = {}
--[[
Using 2-digit hex codes for categories
Starts at 00, ends at FF
This makes it easier extract `uid` from `cat_id..uid` by slicing off 2 characters
The category ID must be of a fixed length (2 characters)
]]
local cat_id = 0
local cat_codes = {}
local function get_light_category_id(cat)
-- If the category id does not already exist generate a new one
if not cat_codes[cat] then
if cat_id >= 256 then
error("Wielded item category limit exceeded, maximum 256 wield categories")
end
local code = string.format("%02x", cat_id)
cat_id = cat_id+1
cat_codes[cat] = code
end
-- If the category id does exist, return it
return cat_codes[cat]
end
-- Log an error coming from this mod
local function error_log(message, ...)
minetest.log("error", "[Wielded Light] " .. (message:format(...)))
end
-- Is a node lightable and a liquid capable of flooding some light sources
local function is_lightable_liquid(pos)
local node = minetest.get_node_or_nil(pos)
if not node then return end
return lightable_liquids[node.name]
end
-- Check if an entity instance still exists in the world
local function is_entity_valid(entity)
return entity and (entity.obj:is_player() or (entity.obj:get_luaentity() and entity.obj:get_luaentity().name) or false)
end
-- Check whether a node was registered by the wield_light mod
local function is_wieldlight_node(pos_vec)
local name = string.sub(minetest.get_node(pos_vec).name, 1, #mod_name)
return name == mod_name
end
-- Get the projected position of an entity based on its velocity, rounded to the nearest block
local function entity_pos(obj, offset)
local velocity
if (minetest.features.direct_velocity_on_players or not obj:is_player()) and obj.get_velocity then
velocity = obj:get_velocity()
else
velocity = obj:get_player_velocity()
end
return wielded_light.get_light_position(
vector.round(
vector.add(
vector.add(
offset or { x=0, y=0, z=0 },
obj:get_pos()
),
vector.multiply(
velocity or { x=0, y=0, z=0 },
velocity_projection
)
)
)
)
end
-- Add light to active light list and mark position for update
local function add_light(pos, id, light_level)
if not active_lights[pos] then
active_lights[pos] = {}
end
if active_lights[pos][id] ~= light_level then
-- minetest.log("error", "add "..id.." "..pos.." "..tostring(light_level))
active_lights[pos][id] = light_level
light_recalcs[pos] = true
end
end
-- Remove light from active light list and mark position for update
local function remove_light(pos, id)
if not active_lights[pos] then return end
-- minetest.log("error", "rem "..id.." "..pos)
active_lights[pos][id] = nil
minetest.after(removal_delay, function ()
light_recalcs[pos] = true
end)
end
-- Track an entity's position and update its light, will be called on every update step
local function update_entity(entity)
local pos = entity_pos(entity.obj, entity.offset)
local pos_str = pos and minetest.pos_to_string(pos)
-- If the position has changed, remove the old light and mark the entity for update
if entity.pos and pos_str ~= entity.pos then
entity.update = true
for id,_ in pairs(entity.items) do
remove_light(entity.pos, id)
end
end
-- Update the recorded position
entity.pos = pos_str
-- If the position is still loaded, pump the timer up so it doesn't get removed
if pos then
-- If the entity is marked for an update, add the light in the position if it emits light
if entity.update then
for id, item in pairs(entity.items) do
if item.level > 0 and not (item.floodable and is_lightable_liquid(pos)) then
add_light(pos_str, id, item.level)
else
remove_light(pos_str, id)
end
end
end
end
if active_lights[pos_str] then
if is_wieldlight_node(pos) then
minetest.get_node_timer(pos):start(cleanup_interval)
end
end
entity.update = false
end
-- Save the original nodes timer if it has one
local function save_timer(pos_vec)
local timer = minetest.get_node_timer(pos_vec)
if timer:is_started() then
local meta = minetest.get_meta(pos_vec)
meta:set_float("saved_timer_timeout", timer:get_timeout())
meta:set_float("saved_timer_elapsed", timer:get_elapsed())
end
end
-- Restore the original nodes timer if it had one
local function restore_timer(pos_vec)
local meta = minetest.get_meta(pos_vec)
local timeout = meta:get_float("saved_timer_timeout")
if timeout > 0 then
local elapsed = meta:get_float("saved_timer_elapsed")
local timer = minetest.get_node_timer(pos_vec)
timer:set(timeout, elapsed)
meta:set_string("saved_timer_timeout","")
meta:set_string("saved_timer_elapsed","")
end
end
-- Replace a lighting node with its original counterpart
local function reset_lighting_node(pos)
local existing_node = minetest.get_node(pos)
local lighting_node = wielded_light.get_lighting_node(existing_node.name)
if not lighting_node then
return
end
minetest.swap_node(pos, { name = lighting_node.node,param2 = existing_node.param2 })
restore_timer(pos)
end
-- Will be run once the node timer expires
local function cleanup_timer_callback(pos, elapsed)
local pos_str = minetest.pos_to_string(pos)
local lights = active_lights[pos_str]
-- If no active lights for this position, remove itself
if not lights then
reset_lighting_node(pos)
else
-- Clean up any tracked entities for this position that no longer exist
for id,_ in pairs(lights) do
local uid = string.sub(id,3)
local entity = tracked_entities[uid]
if not is_entity_valid(entity) then
remove_light(pos_str, id)
end
end
minetest.get_node_timer(pos):start(cleanup_interval)
end
end
-- Recalculate the total light level for a given position and update the light level there
local function recalc_light(pos)
-- If not in active lights list we can't do anything
if not active_lights[pos] then return end
-- Calculate the light level of the node
local any_light = false
local max_light = 0
for id, light_level in pairs(active_lights[pos]) do
any_light = true
if light_level > max_light then
max_light = light_level
end
end
-- Convert the position back to a vector
local pos_vec = minetest.string_to_pos(pos)
-- If no items in this position, delete it from the list and remove any light node
if not any_light then
active_lights[pos] = nil
reset_lighting_node(pos_vec)
return
end
-- If no light in this position remove any light node
if max_light == 0 then
reset_lighting_node(pos_vec)
return
end
-- Limit the light level
max_light = math.min(max_light, minetest.LIGHT_MAX)
-- Get the current light level in this position
local existing_node = minetest.get_node(pos_vec)
local name = existing_node.name
local old_value = wielded_light.level_of_lighting_node(name) or 0
-- If the light level has changed, set the coresponding light node and initiate the cleanup timer
if old_value ~= max_light then
local node_name
if lightable_nodes[name] then
node_name = name
elseif lighting_nodes[name] then
node_name = lighting_nodes[name].node
end
if node_name then
if not is_wieldlight_node(pos_vec) then
save_timer(pos_vec)
end
minetest.swap_node(pos_vec, {
name = lightable_nodes[node_name][max_light],
param2 = existing_node.param2
})
minetest.get_node_timer(pos_vec):start(cleanup_interval)
else
active_lights[pos] = nil
end
end
end
local timer = 0
-- Will be run on every global step
local function global_timer_callback(dtime)
-- Only run once per update interval, global step will be called much more often than that
timer = timer + dtime;
if timer < update_interval then
return
end
timer = 0
-- Run all custom player callbacks for each player
local connected_players = minetest.get_connected_players()
for _,callback in pairs(update_player_callbacks) do
for _, player in pairs(connected_players) do
callback(player)
end
end
-- Run all custom callbacks
for _,callback in pairs(update_callbacks) do
callback()
end
-- Look at each tracked entity and update its position
for uid, entity in pairs(tracked_entities) do
if is_entity_valid(entity) then
update_entity(entity)
else
-- If the entity no longer exists, stop tracking it
tracked_entities[uid] = nil
end
end
-- Recalculate light levels
for pos,_ in pairs(light_recalcs) do
recalc_light(pos)
end
light_recalcs = {}
end
--- Shining API ---
wielded_light = {}
-- Registers a callback to be called every time the update interval is passed
function wielded_light.register_lightstep(callback)
table.insert(update_callbacks, callback)
end
-- Registers a callback to be called for each player every time the update interval is passed
function wielded_light.register_player_lightstep(callback)
table.insert(update_player_callbacks, callback)
end
-- Returns the node name for a given light level
function wielded_light.lighting_node_of_level(light_level, prefix)
return mod_name..":"..(prefix or "")..light_level
end
-- Gets the light level for a given node name, inverse of lighting_node_of_level
function wielded_light.level_of_lighting_node(node_name)
local lighting_node = wielded_light.get_lighting_node(node_name)
if lighting_node then
return lighting_node.level
end
end
-- Check if a node name is one of the wielded light nodes
function wielded_light.get_lighting_node(node_name)
return lighting_nodes[node_name]
end
-- Register any node as lightable, register all light level variations for it
function wielded_light.register_lightable_node(node_name, property_overrides, custom_prefix)
-- Node name must be string
if type(node_name) ~= "string" then
error_log("You must provide a node name to be registered as lightable, '%s' given.", type(node_name))
return
end
-- Node must already be registered
local original_definition = minetest.registered_nodes[node_name]
if not original_definition then
error_log("The node '%s' cannot be registered as lightable because it does not exist.", node_name)
return
end
-- Decide the prefix for the lighting node
local prefix = custom_prefix or node_name:gsub(":", "_", 1, true) .. "_"
if lighting_prefixes[prefix] then
error_log("The lighting prefix '%s' cannot be used for '%s' as it is already used for '%s'.", prefix, node_name, lighting_prefixes[prefix])
return
end
lighting_prefixes[prefix] = node_name
-- Default for property overrides
if not property_overrides then property_overrides = {} end
-- Copy the node definition and provide required settings for a lighting node
local new_definition = table.copy(original_definition)
new_definition.on_timer = cleanup_timer_callback
new_definition.paramtype = "light"
new_definition.mod_origin = mod_name
new_definition.groups = new_definition.groups or {}
new_definition.groups.not_in_creative_inventory = 1
-- Make sure original node is dropped if a lit node is dug
if not new_definition.drop then
new_definition.drop = node_name
end
-- Allow any properties to be overridden on registration
for prop, val in pairs(property_overrides) do
new_definition[prop] = val
end
-- If it's a liquid, we need to stop it flowing
if new_definition.groups.liquid then
new_definition.liquid_range = 0
lightable_liquids[node_name] = true
end
-- Register the lighting nodes
lightable_nodes[node_name] = {}
for i=1, minetest.LIGHT_MAX do
local lighting_node_name = wielded_light.lighting_node_of_level(i, prefix)
-- Index for quick finding later
lightable_nodes[node_name][i] = lighting_node_name
lighting_nodes[lighting_node_name] = {
node = node_name,
level = i
}
-- Copy the base definition and apply the light level
local level_definition = table.copy(new_definition)
level_definition.light_source = i
-- If it's a liquid, we need to stop it replacing itself with the original
if level_definition.groups.liquid then
level_definition.liquid_alternative_source = lighting_node_name
level_definition.liquid_alternative_flowing = lighting_node_name
end
minetest.register_node(":"..lighting_node_name, level_definition)
end
end
-- Check if node can have a wielded light node placed in it
function wielded_light.is_lightable_node(node_pos)
local name = minetest.get_node(node_pos).name
if lightable_nodes[name] then
return true
elseif wielded_light.get_lighting_node(name) then
return true
end
return false
end
-- Gets the closest position to pos that's a lightable node
function wielded_light.get_light_position(pos)
local around_vector = {
{x=0, y=0, z=0},
{x=0, y=1, z=0}, {x=0, y=-1, z=0},
{x=1, y=0, z=0}, {x=-1, y=0, z=0},
{x=0, y=0, z=1}, {x=0, y=0, z=-1},
}
for _, around in ipairs(around_vector) do
local light_pos = vector.add(pos, around)
if wielded_light.is_lightable_node(light_pos) then
return light_pos
end
end
end
-- Gets the emitted light level of a given item name
function wielded_light.get_light_def(item_name)
-- Invalid item? No light
if not item_name or item_name == "" then
return 0, false
end
-- If the item is cached return the cached level
local cached_definition = shiny_items[item_name]
if cached_definition then
return cached_definition.level, cached_definition.floodable
end
-- Get the item definition
local stack = ItemStack(item_name)
local itemdef = stack:get_definition()
-- If invalid, no light
if not itemdef then
return 0, false
end
-- Get the light level of an item from its definition
-- Reduce the light level by level_delta - original functionality
-- Limit between 0 and the max light level
return math.min(math.max((itemdef.light_source or 0) - level_delta, 0), minetest.LIGHT_MAX), itemdef.floodable
end
-- Register an item as shining
function wielded_light.register_item_light(item_name, light_level, floodable)
if shiny_items[item_name] then
if light_level then
shiny_items[item_name].level = light_level
end
if floodable ~= nil then
shiny_items[item_name].floodable = floodable
end
else
if floodable == nil then
local stack = ItemStack(item_name)
local itemdef = stack:get_definition()
floodable = itemdef.floodable
end
shiny_items[item_name] = {
level = light_level,
floodable = floodable or false
}
end
end
-- Mark an item as floodable or not
function wielded_light.register_item_floodable(item_name, floodable)
if floodable == nil then floodable = true end
if shiny_items[item_name] then
shiny_items[item_name].floodable = floodable
else
local calced_level = wielded_light.get_light_def(item_name)
shiny_items[item_name] = {
level = calced_level,
floodable = floodable
}
end
end
-- Keep track of an item entity. Should be called once for an item
function wielded_light.track_item_entity(obj, cat, item)
if not is_entity_valid({ obj=obj }) then return end
local light_level, light_is_floodable = wielded_light.get_light_def(item)
-- If the item does not emit light do not track it
if light_level <= 0 then return end
-- Generate the uid for the item and the id for the light category
local uid = tostring(obj)
local id = get_light_category_id(cat)..uid
-- Create the main tracking object for this item instance if it does not already exist
if not tracked_entities[uid] then
tracked_entities[uid] = { obj=obj, items={}, update = true }
end
-- Create the item tracking object for this item + category
tracked_entities[uid].items[id] = { level=light_level, floodable=light_is_floodable }
-- Add the light in on creation so it's immediate
local pos = entity_pos(obj)
local pos_str = pos and minetest.pos_to_string(pos)
if pos_str then
if not (light_is_floodable and is_lightable_liquid(pos)) then
add_light(pos_str, id, light_level)
end
end
tracked_entities[uid].pos = pos_str
end
-- A player's light should appear near their head not their feet
local player_height_offset = { x=0, y=1, z=0 }
-- Keep track of a user / player entity. Should be called as often as the user updates
function wielded_light.track_user_entity(obj, cat, item)
-- Generate the uid for the player and the id for the light category
local uid = tostring(obj)
local id = get_light_category_id(cat)..uid
-- Create the main tracking object for this player instance if it does not already exist
if not tracked_entities[uid] then
tracked_entities[uid] = { obj=obj, items={}, offset = player_height_offset, update = true }
end
local tracked_entity = tracked_entities[uid]
local tracked_item = tracked_entity.items[id]
-- If the item being tracked for the player changes, update the item tracking object for this item + category
if not tracked_item or tracked_item.item ~= item then
local light_level, light_is_floodable = wielded_light.get_light_def(item)
tracked_entity.items[id] = { level=light_level, item=item, floodable=light_is_floodable }
tracked_entity.update = true
end
end
-- Setup --
-- Wielded item shining globalstep
minetest.register_globalstep(global_timer_callback)
-- Dropped item on_step override
-- https://github.com/minetest/minetest/issues/6909
local builtin_item = minetest.registered_entities["__builtin:item"]
local item = {
on_step = function(self, dtime, ...)
builtin_item.on_step(self, dtime, ...)
-- Register an item once for tracking
-- If it's already being tracked, exit
if self.wielded_light then return end
self.wielded_light = true
local stack = ItemStack(self.itemstring)
local item_name = stack:get_name()
wielded_light.track_item_entity(self.object, "item", item_name)
end
}
setmetatable(item, {__index = builtin_item})
minetest.register_entity(":__builtin:item", item)
-- Track a player's wielded item
wielded_light.register_player_lightstep(function (player)
wielded_light.track_user_entity(player, "wield", player:get_wielded_item():get_name())
end)
-- Register helper nodes
wielded_light.register_lightable_node("air", nil, "")
if minetest.get_modpath("default") then
wielded_light.register_lightable_node("default:water_source", nil, "water_")
wielded_light.register_lightable_node("default:river_water_source", nil, "river_water_")
elseif minetest.get_modpath("hades_core") then
wielded_light.register_lightable_node("hades_core:water_source", nil, "water_")
else
error_log("Not running in a supported game, lightable water disabled")
end
---TEST
--wielded_light.register_item_light('default:dirt', 14)

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name = wielded_light
optional_depends = default, hades_core, builtin_item

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Minetest Game mod: xpanes
=========================
See license.txt for license information.
Authors of source code
----------------------
Originally by xyz (MIT)
BlockMen (MIT)
sofar (MIT)
Various Minetest Game developers and contributors (MIT)
Authors of media (textures)
---------------------------
xyz (CC BY-SA 3.0):
All textures not mentioned below.
Gambit (CC BY-SA 3.0):
xpanes_bar.png
paramat (CC BY-SA 3.0):
xpanes_bar_top.png
Krock (CC0 1.0):
xpanes_edge.png
TumeniNodes (CC BY-SA 3.0):
xpanes_door_steel_bar.png
xpanes_item_steel_bar.png
xpanes_trapdoor_steel_bar.png
xpanes_trapdoor_steel_bar_side.png
xpanes_steel_bar_door_close.ogg
xpanes_steel_bar_door_open.ogg

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-- xpanes/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("xpanes")
local function is_pane(pos)
return minetest.get_item_group(minetest.get_node(pos).name, "pane") > 0
end
local function connects_dir(pos, name, dir)
local aside = vector.add(pos, minetest.facedir_to_dir(dir))
if is_pane(aside) then
return true
end
local connects_to = minetest.registered_nodes[name].connects_to
if not connects_to then
return false
end
local list = minetest.find_nodes_in_area(aside, aside, connects_to)
if #list > 0 then
return true
end
return false
end
local function swap(pos, node, name, param2)
if node.name == name and node.param2 == param2 then
return
end
minetest.swap_node(pos, {name = name, param2 = param2})
end
local function update_pane(pos)
if not is_pane(pos) then
return
end
local node = minetest.get_node(pos)
local name = node.name
if name:sub(-5) == "_flat" then
name = name:sub(1, -6)
end
local any = node.param2
local c = {}
local count = 0
for dir = 0, 3 do
c[dir] = connects_dir(pos, name, dir)
if c[dir] then
any = dir
count = count + 1
end
end
if count == 0 then
swap(pos, node, name .. "_flat", any)
elseif count == 1 then
swap(pos, node, name .. "_flat", (any + 1) % 4)
elseif count == 2 then
if (c[0] and c[2]) or (c[1] and c[3]) then
swap(pos, node, name .. "_flat", (any + 1) % 4)
else
swap(pos, node, name, 0)
end
else
swap(pos, node, name, 0)
end
end
minetest.register_on_placenode(function(pos, node)
if minetest.get_item_group(node, "pane") then
update_pane(pos)
end
for i = 0, 3 do
local dir = minetest.facedir_to_dir(i)
update_pane(vector.add(pos, dir))
end
end)
minetest.register_on_dignode(function(pos)
for i = 0, 3 do
local dir = minetest.facedir_to_dir(i)
update_pane(vector.add(pos, dir))
end
end)
xpanes = {}
function xpanes.register_pane(name, def)
for i = 1, 15 do
minetest.register_alias("xpanes:" .. name .. "_" .. i, "xpanes:" .. name .. "_flat")
end
local flatgroups = table.copy(def.groups)
flatgroups.pane = 1
minetest.register_node(":xpanes:" .. name .. "_flat", {
description = def.description,
drawtype = "nodebox",
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
inventory_image = def.inventory_image,
wield_image = def.wield_image,
paramtype2 = "facedir",
tiles = {
def.textures[3],
def.textures[3],
def.textures[3],
def.textures[3],
def.textures[1],
def.textures[1]
},
groups = flatgroups,
drop = "xpanes:" .. name .. "_flat",
sounds = def.sounds,
use_texture_alpha = def.use_texture_alpha and "blend" or "clip",
node_box = {
type = "fixed",
fixed = {{-1/2, -1/2, -1/32, 1/2, 1/2, 1/32}},
},
selection_box = {
type = "fixed",
fixed = {{-1/2, -1/2, -1/32, 1/2, 1/2, 1/32}},
},
connect_sides = { "left", "right" },
})
local groups = table.copy(def.groups)
groups.pane = 1
groups.not_in_creative_inventory = 1
minetest.register_node(":xpanes:" .. name, {
drawtype = "nodebox",
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
description = def.description,
tiles = {
def.textures[3],
def.textures[3],
def.textures[1]
},
groups = groups,
drop = "xpanes:" .. name .. "_flat",
sounds = def.sounds,
use_texture_alpha = def.use_texture_alpha and "blend" or "clip",
node_box = {
type = "connected",
fixed = {{-1/32, -1/2, -1/32, 1/32, 1/2, 1/32}},
connect_front = {{-1/32, -1/2, -1/2, 1/32, 1/2, -1/32}},
connect_left = {{-1/2, -1/2, -1/32, -1/32, 1/2, 1/32}},
connect_back = {{-1/32, -1/2, 1/32, 1/32, 1/2, 1/2}},
connect_right = {{1/32, -1/2, -1/32, 1/2, 1/2, 1/32}},
},
connects_to = {"group:pane", "group:stone", "group:glass", "group:wood", "group:tree"},
})
minetest.register_craft({
output = "xpanes:" .. name .. "_flat 16",
recipe = def.recipe
})
end
xpanes.register_pane("pane", {
description = S("Glass Pane"),
textures = {"default_glass.png", "", "xpanes_edge.png"},
inventory_image = "default_glass.png",
wield_image = "default_glass.png",
sounds = default.node_sound_glass_defaults(),
groups = {snappy=2, cracky=3, oddly_breakable_by_hand=3},
recipe = {
{"default:glass", "default:glass", "default:glass"},
{"default:glass", "default:glass", "default:glass"}
}
})
xpanes.register_pane("obsidian_pane", {
description = S("Obsidian Glass Pane"),
textures = {"default_obsidian_glass.png", "", "xpanes_edge_obsidian.png"},
inventory_image = "default_obsidian_glass.png",
wield_image = "default_obsidian_glass.png",
sounds = default.node_sound_glass_defaults(),
groups = {snappy=2, cracky=3},
recipe = {
{"default:obsidian_glass", "default:obsidian_glass", "default:obsidian_glass"},
{"default:obsidian_glass", "default:obsidian_glass", "default:obsidian_glass"}
}
})
xpanes.register_pane("bar", {
description = S("Steel Bars"),
textures = {"xpanes_bar.png", "", "xpanes_bar_top.png"},
inventory_image = "xpanes_bar.png",
wield_image = "xpanes_bar.png",
groups = {cracky=2},
sounds = default.node_sound_metal_defaults(),
recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"}
}
})
minetest.register_lbm({
name = "xpanes:gen2",
nodenames = {"group:pane"},
action = function(pos, node)
update_pane(pos)
for i = 0, 3 do
local dir = minetest.facedir_to_dir(i)
update_pane(vector.add(pos, dir))
end
end
})
-- Register steel bar doors and trapdoors
if minetest.get_modpath("doors") then
doors.register("xpanes:door_steel_bar", {
tiles = {{name = "xpanes_door_steel_bar.png", backface_culling = true}},
description = S("Steel Bar Door"),
inventory_image = "xpanes_item_steel_bar.png",
protected = true,
groups = {node = 1, cracky = 1, level = 2},
sounds = default.node_sound_metal_defaults(),
sound_open = "xpanes_steel_bar_door_open",
sound_close = "xpanes_steel_bar_door_close",
gain_open = 0.15,
gain_close = 0.13,
recipe = {
{"xpanes:bar_flat", "xpanes:bar_flat"},
{"xpanes:bar_flat", "xpanes:bar_flat"},
{"xpanes:bar_flat", "xpanes:bar_flat"},
},
})
doors.register_trapdoor("xpanes:trapdoor_steel_bar", {
description = S("Steel Bar Trapdoor"),
inventory_image = "xpanes_trapdoor_steel_bar.png",
wield_image = "xpanes_trapdoor_steel_bar.png",
tile_front = "xpanes_trapdoor_steel_bar.png",
tile_side = "xpanes_trapdoor_steel_bar_side.png",
protected = true,
groups = {node = 1, cracky = 1, level = 2, door = 1},
sounds = default.node_sound_metal_defaults(),
sound_open = "xpanes_steel_bar_door_open",
sound_close = "xpanes_steel_bar_door_close",
gain_open = 0.15,
gain_close = 0.13,
})
minetest.register_craft({
output = "xpanes:trapdoor_steel_bar",
recipe = {
{"xpanes:bar_flat", "xpanes:bar_flat"},
{"xpanes:bar_flat", "xpanes:bar_flat"},
}
})
end

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License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2014-2016 xyz
Copyright (C) 2014-2016 BlockMen
Copyright (C) 2016 Auke Kok <sofar@foo-projects.org>
Copyright (C) 2014-2016 Various Minetest Game developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2014-2016 xyz
Copyright (C) 2013-2016 Gambit
Copyright (C) 2016 paramat
Copyright (C) 2019 TumeniNodes
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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# textdomain: xpanes
Glass Pane=
Obsidian Glass Pane=
Steel Bars=
Steel Bar Door=
Steel Bar Trapdoor=

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# textdomain: xpanes
Glass Pane=Стъклен прозорец
Obsidian Glass Pane=Прозорец от обсидианово стъкло
Steel Bars=Стоманени решетки
Steel Bar Door=Стоманени решетки за врата
Steel Bar Trapdoor=Стоманени решетки за капак

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# textdomain: xpanes
Glass Pane=Glasscheibe
Obsidian Glass Pane=Obsidianglasscheibe
Steel Bars=Stahlgitter
Steel Bar Door=Stahlgittertür
Steel Bar Trapdoor=Stahlgitterfalltür

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# textdomain: xpanes
Glass Pane=Vitra vitraĵo
Obsidian Glass Pane=Obsidiana vitra vitraĵo
Steel Bars=Ŝtalaj baraĵoj
Steel Bar Door=Ŝtala baraĵa pordo
Steel Bar Trapdoor=Ŝtala baraĵa plankpordo

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# textdomain: xpanes
Glass Pane=Panel de vidrio
Obsidian Glass Pane=Panel de vidrio de obsidiana
Steel Bars=Barras de acero
Steel Bar Door=Puerta de barras de acero
Steel Bar Trapdoor=Trampilla de barras de acero

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# textdomain: xpanes
Glass Pane=Beirazko panela
Obsidian Glass Pane=Obsidiana-beirazko panela
Steel Bars=Altzairuzko barrak
Steel Bar Door=Altzairu-barrazko atea
Steel Bar Trapdoor=Altzairu-barrazko tranpola

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# textdomain: xpanes
Glass Pane=Panneau de verre
Obsidian Glass Pane=Panneau de verre d'obsidienne
Steel Bars=Barreaux d'acier
Steel Bar Door=Porte en barreaux d'acier
Steel Bar Trapdoor=Trappe en barreaux d'acier

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# textdomain: xpanes
Glass Pane=Panel Kaca
Obsidian Glass Pane=Panel Kaca Obsidian
Steel Bars=Batang Baja
Steel Bar Door=Pintu Batang Baja
Steel Bar Trapdoor=Pintu Kolong Batang Baja

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# textdomain: xpanes
Glass Pane=Pannello di vetro
Obsidian Glass Pane=Pannello di vetro d'ossidiana
Steel Bars=Sbarre d'acciaio
Steel Bar Door=Porta con sbarre d'acciaio
Steel Bar Trapdoor=Botola con sbarre d'acciaio

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# textdomain: xpanes
Glass Pane=板ガラス
Obsidian Glass Pane=黒曜石の板ガラス
Steel Bars=鉄棒の柵
Steel Bar Door=鉄棒のドア
Steel Bar Trapdoor=鉄棒のトラップドア

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# textdomain: xpanes
Glass Pane=lo blaci plita
Obsidian Glass Pane=lo je'erma'ablaci blaci plita
Steel Bars=lo gasta garna
Steel Bar Door=lo gasta garna vrogai
Steel Bar Trapdoor=lo gasta garna lolvrogai

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# textdomain: xpanes
Glass Pane=Stikla panelis
Obsidian Glass Pane=Obsidiāna stikla panelis
Steel Bars=Tērauda režģis
Steel Bar Door=Tērauda režģa durvis
Steel Bar Trapdoor=Tērauda režģa lūka

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# textdomain: xpanes
Glass Pane=Kaca Tingkap
Obsidian Glass Pane=Kaca Tingkap Obsidia
Steel Bars=Jeriji Keluli
Steel Bar Door=Pintu Jeriji Keluli
Steel Bar Trapdoor=Pintu Kolong Jeriji Keluli

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# textdomain: xpanes
Glass Pane=Szyba
Obsidian Glass Pane=Obsydianowa szyba
Steel Bars=Stalowe kraty
Steel Bar Door=Drzwi ze stalowych krat
Steel Bar Trapdoor=Właz ze stalowych krat

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# textdomain: xpanes
Glass Pane=Painel de Vidro
Obsidian Glass Pane=Painel de Vidro de Obsidiana
Steel Bars=Barras de Aço
Steel Bar Door=Porta de Barras de Aço
Steel Bar Trapdoor=Alçapão de Barras de Aço

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# textdomain: xpanes
Glass Pane=Стеклянная панель
Obsidian Glass Pane=Панель из обсидианового стекла
Steel Bars=Стальная решетка
Steel Bar Door=Стальная решётчатая дверь
Steel Bar Trapdoor=Стальной решётчатый люк

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# textdomain: xpanes
Glass Pane=Tabuľa skla
Obsidian Glass Pane=Tabuľa obsidiánového skla
Steel Bars=Oceľové mreže
Steel Bar Door=Dvere z oceľových mreží
Steel Bar Trapdoor=Padajúce dvere z oceľových mreží

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# textdomain: xpanes
Glass Pane=Glasruta
Obsidian Glass Pane=Obsidianglasruta
Steel Bars=Stålgaller
Steel Bar Door=Stålgallerdörr
Steel Bar Trapdoor=Stålgallerfallucka

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# textdomain: xpanes
Glass Pane=Скляна панель
Obsidian Glass Pane=Панель з обсидіанового скла
Steel Bars=Ґрати
Steel Bar Door=Двері з ґратами
Steel Bar Trapdoor=Люк з ґратами

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# textdomain: xpanes
Glass Pane=玻璃窗
Obsidian Glass Pane=黑曜石玻璃窗
Steel Bars=钢筋
Steel Bar Door=钢筋门
Steel Bar Trapdoor=钢筋活板门

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# textdomain: xpanes
Glass Pane=玻璃窗
Obsidian Glass Pane=黑曜石玻璃窗
Steel Bars=鋼筋
Steel Bar Door=鋼筋門
Steel Bar Trapdoor=鋼筋活板門

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name = xpanes
description = Minetest Game mod: xpanes
depends = default
optional_depends = doors

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