some code cleanup and increase the lumien activation range
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b31ccecc10
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8208c8c275
@ -8,67 +8,70 @@ local player_animation_speed = 33
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-- Player animation blending
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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local animation_blend=0
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local animation_blend = 0
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default.registered_player_models={}
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default.registered_player_models = {}
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-- Local for speed.
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local models=default.registered_player_models
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local models = default.registered_player_models
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function default.player_register_model(name, def)
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models[name]=def
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models[name] = def
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end
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-- Default player appearance
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default.player_register_model(
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"character.b3d",
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{
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animation_speed=player_animation_speed,
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textures={"character.png"},
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animations={
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animation_speed = player_animation_speed,
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textures = {"character.png"},
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animations = {
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-- Standard animations.
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stand ={x =0, y =79},
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lay ={x=162, y=166},
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walk ={x=168, y=187},
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mine ={x=189, y=198},
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walk_mine={x=200, y=219},
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stand = {x = 0, y = 79},
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lay = {x = 162, y = 166},
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walk = {x = 168, y = 187},
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mine = {x = 189, y = 198},
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walk_mine = {x = 200, y = 219},
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-- Extra animations (not currently used by the game).
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sit ={ x =81, y=160},
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sit = { x = 81, y = 160},
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},
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})
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-- Player stats and animations
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local player_model={}
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local player_textures={}
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local player_anim={}
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local player_sneak={}
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default.player_attached={}
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local player_model = {}
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local player_textures = {}
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local player_anim = {}
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local player_sneak = {}
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default.player_attached = {}
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function default.player_get_animation(player)
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local name=player:get_player_name()
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local name = player:get_player_name()
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return {
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model=player_model[name],
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textures=player_textures[name],
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animation=player_anim[name],
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model = player_model[name],
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textures = player_textures[name],
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animation = player_anim[name],
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}
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end
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-- Called when a player's appearance needs to be updated
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function default.player_set_model(player, model_name)
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local name=player:get_player_name()
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local model=models[model_name]
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local name = player:get_player_name()
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local model = models[model_name]
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if player_model[name] == model_name then
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return
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end
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player:set_properties(
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{
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mesh=model_name,
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textures=player_textures[name] or model.textures,
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visual="mesh",
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visual_size=model.visual_size or {x=1, y=1},
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mesh = model_name,
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textures = player_textures[name] or model.textures,
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visual = "mesh",
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visual_size = model.visual_size or {x = 1, y = 1},
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})
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default.player_set_animation(player, "stand")
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player_model[name]=model_name
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player_model[name] = model_name
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end
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function default.player_get_textures(player)
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@ -80,55 +83,57 @@ function default.player_get_textures(player)
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end
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function default.player_set_textures(player, textures)
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local name=player:get_player_name()
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player_textures[name]=textures
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player:set_properties({textures=textures,})
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local name = player:get_player_name()
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player_textures[name] = textures
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player:set_properties({textures = textures,})
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end
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function default.player_set_animation(player, anim_name, speed)
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local name=player:get_player_name()
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local name = player:get_player_name()
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if player_anim[name] == anim_name then
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return
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end
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local model=player_model[name] and models[player_model[name]]
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local model = player_model[name] and models[player_model[name]]
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if not (model and model.animations[anim_name]) then
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return
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end
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local anim=model.animations[anim_name]
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player_anim[name]=anim_name
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local anim = model.animations[anim_name]
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player_anim[name] = anim_name
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player:set_animation(anim, speed or model.animation_speed, animation_blend)
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end
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-- Update appearance when the player joins
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minetest.register_on_joinplayer(
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function(player)
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default.player_attached[player:get_player_name()]=false
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default.player_attached[player:get_player_name()] = false
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default.player_set_model(player, "character.b3d")
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player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, player_animation_speed)
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player:set_local_animation({x = 0, y = 79}, {x = 168, y = 187}, {x = 189, y = 198}, {x = 200, y = 219}, player_animation_speed)
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end)
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minetest.register_on_leaveplayer(
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function(player)
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local name=player:get_player_name()
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player_model[name]=nil
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player_anim[name]=nil
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player_textures[name]=nil
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local name = player:get_player_name()
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player_model[name] = nil
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player_anim[name] = nil
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player_textures[name] = nil
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end)
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-- Localize for better performance.
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local player_set_animation=default.player_set_animation
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local player_attached=default.player_attached
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local player_set_animation = default.player_set_animation
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local player_attached = default.player_attached
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-- Check each player and apply animations
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minetest.register_globalstep(
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function(dtime)
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for _, player in pairs(minetest.get_connected_players()) do
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local name=player:get_player_name()
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local model_name=player_model[name]
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local model=model_name and models[model_name]
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local controls=player:get_player_control()
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local name = player:get_player_name()
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local model_name = player_model[name]
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local model = model_name and models[model_name]
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local controls = player:get_player_control()
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if controls.sneak then
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player:set_nametag_attributes({color = {a = 30, r = 255, g = 255, b = 255}})
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@ -137,17 +142,17 @@ minetest.register_globalstep(
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end
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if model and not player_attached[name] then
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local walking=false
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local animation_speed_mod=model.animation_speed or player_animation_steed
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local walking = false
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local animation_speed_mod = model.animation_speed or player_animation_steed
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-- Determine if the player is walking
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if controls.up or controls.down or controls.left or controls.right then
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walking=true
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walking = true
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end
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-- Determine if the player is sneaking, and reduce animation speed if so
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if controls.sneak then
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animation_speed_mod=animation_speed_mod * 0.7
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animation_speed_mod = animation_speed_mod * 0.7
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end
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-- Apply animations based on what the player is doing
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@ -155,8 +160,8 @@ minetest.register_globalstep(
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player_set_animation(player, "lay")
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elseif walking then -- walking
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if player_sneak[name] ~= controls.sneak then
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player_anim[name]=nil
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player_sneak[name]=controls.sneak
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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end
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if controls.LMB then -- walking and mining
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player_set_animation(player, "walk_mine", animation_speed_mod)
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@ -3,6 +3,9 @@
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-- By Kaadmy, for Pixture
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--
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local lumien_on_radius = 2
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local lumien_off_radius = 4
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minetest.register_node(
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"lumien:crystal_on",
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{
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@ -112,7 +115,7 @@ minetest.register_abm(
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)
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local ok = true
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, 4)) do
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, lumien_off_radius)) do
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if object:is_player() then
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ok = false
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end
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@ -135,8 +138,8 @@ local function step(dtime)
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local pos = player:getpos()
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util.nodefunc(
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{x = pos.x-1, y = pos.y-1, z = pos.z-1},
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{x = pos.x+1, y = pos.y+1, z = pos.z+1},
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{x = pos.x-lumien_on_radius, y = pos.y-lumien_on_radius, z = pos.z-lumien_on_radius},
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{x = pos.x+lumien_on_radius, y = pos.y+lumien_on_radius, z = pos.z+lumien_on_radius},
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"lumien:crystal_off",
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function(pos)
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local node = minetest.get_node(pos)
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@ -5,7 +5,7 @@ nav.map_radius = 256
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nav.waypoints = {}
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local form_nav = default.ui.get_page("core")
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default.ui.register_page("nav_nav", form_nav)
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default.ui.register_page("nav:nav", form_nav)
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local open_formspecs = {}
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@ -61,11 +61,11 @@ function nav.show_map(player)
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local pos = player:getpos()
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local form = default.ui.get_page("nav_nav")
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local form = default.ui.get_page("nav:nav")
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form = form .. "field[-1,-1;0,0;nav_map_tracker;;]"
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form = form .. "label[0.25,0.25;"..minetest.formspec_escape(name).." ("..math.floor(pos.x+0.5)..", "..math.floor(pos.y)..", "..math.floor(pos.z+0.5)..")]"
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form = form .. "label[0.25,0.25;"..minetest.formspec_escape(name).." (x: "..math.floor(pos.x+0.5)..", y: "..math.floor(pos.y)..", z: "..math.floor(pos.z+0.5)..")]"
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form = form .. "image[0.5,3;6,6;nav_background.png]"
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@ -86,18 +86,18 @@ function nav.show_map(player)
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form = form .. "label[6.25,6.6;"..nav.map_radius.."m]"
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form = form .. "image[5.5,5.5;3,3;"..minetest.formspec_escape("nav_legend.png^[transformFX").."]"
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minetest.show_formspec(name, "nav_map", form)
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minetest.show_formspec(name, "nav:map", form)
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end
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local function recieve_fields(player, form_name, fields)
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if form_name == "nav_map" then
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if form_name == "nav:map" then
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if fields.quit or fields.nav_map_tracker then
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open_formspecs[player:get_player_name()] = false
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end
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end
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end
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if not (minetest.is_singleplayer() or not minetest.setting_get_pos("static_spawnpoint")) then
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if minetest.setting_get_pos("static_spawnpoint") and (not minetest.is_singleplayer()) then
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minetest.after(
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1.0,
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function()
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