voxelands/src/content_mapnode_door.cpp

1508 lines
53 KiB
C++

/************************************************************************
* Minetest-c55
* Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
*
* content_mapnode_door.cpp
* Copyright (C) Lisa 'darkrose' Milne 2014 <lisa@ltmnet.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
************************************************************************/
#include "content_mapnode.h"
#include "content_nodebox.h"
#include "content_list.h"
#include "content_craft.h"
#include "content_nodemeta.h"
#include "intl.h"
#include "content_burntimes.h"
void content_mapnode_door(bool repeat)
{
content_t i;
ContentFeatures *f = NULL;
// doors
i = CONTENT_WOOD_DOOR_LB;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Door");
f->setAllTextures("door_wood_b.png");
f->setTexture(2,"door_wood_b.png^[transformFX");
f->setTexture(3,"door_wood_b.png^[transformFX");
f->setTexture(4,"door_wood_b.png^[transformFX");
f->setInventoryTexture("door_wood_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i+1)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_WOOD_DOOR_LB_OPEN;
f->sound_punch = "env-dooropen";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_door(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_WOOD_DOOR_LT;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Door");
f->setAllTextures("door_wood_t.png");
f->setTexture(2,"door_wood_t.png^[transformFX");
f->setTexture(3,"door_wood_t.png^[transformFX");
f->setTexture(4,"door_wood_t.png^[transformFX");
f->setInventoryTexture("door_wood_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onuse_replace_node = CONTENT_WOOD_DOOR_RT;
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_WOOD_DOOR_LT_OPEN;
f->sound_punch = "env-dooropen";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_door(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
crafting::set1over1Recipe(CONTENT_WOOD_HATCH,CONTENT_WOOD_HATCH,CONTENT_WOOD_DOOR_LT);
content_list_add("craftguide",i,1,0);
content_list_add("creative",i,1,0);
i = CONTENT_IRON_DOOR_LB;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Door");
f->setAllTextures("door_iron_b.png");
f->setTexture(2,"door_iron_b.png^[transformFX");
f->setTexture(3,"door_iron_b.png^[transformFX");
f->setTexture(4,"door_iron_b.png^[transformFX");
f->setInventoryTexture("door_iron_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i+1)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_IRON_DOOR_LB_OPEN;
f->sound_punch = "env-dooropen";
content_nodebox_door(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
i = CONTENT_IRON_DOOR_LT;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Door");
f->setAllTextures("door_iron_t.png");
f->setTexture(2,"door_iron_t.png^[transformFX");
f->setTexture(3,"door_iron_t.png^[transformFX");
f->setTexture(4,"door_iron_t.png^[transformFX");
f->setInventoryTexture("door_iron_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onuse_replace_node = CONTENT_IRON_DOOR_RT;
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_IRON_DOOR_LT_OPEN;
f->sound_punch = "env-dooropen";
content_nodebox_door(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
crafting::set1over1Recipe(CONTENT_IRON_HATCH,CONTENT_IRON_HATCH,CONTENT_IRON_DOOR_LT);
content_list_add("craftguide",i,1,0);
content_list_add("creative",i,1,0);
i = CONTENT_GLASS_DOOR_LB;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Glass Door");
f->setAllTextures("door_glass_b.png");
f->setTexture(2,"door_glass_b.png^[transformFX");
f->setTexture(3,"door_glass_b.png^[transformFX");
f->setTexture(4,"door_glass_b.png^[transformFX");
#ifndef SERVER
f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
#endif
f->setInventoryTexture("door_glass_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
f->air_equivalent = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i+1)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_GLASS_DOOR_LB_OPEN;
f->sound_punch = "env-dooropen";
content_nodebox_door(f);
f->type = CMT_GLASS;
f->dig_time = 0.15;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_GLASS_DOOR_LT;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Glass Door");
f->setAllTextures("door_glass_t.png");
f->setTexture(2,"door_glass_t.png^[transformFX");
f->setTexture(3,"door_glass_t.png^[transformFX");
f->setTexture(4,"door_glass_t.png^[transformFX");
#ifndef SERVER
f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
#endif
f->setInventoryTexture("door_glass_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onuse_replace_node = CONTENT_GLASS_DOOR_RT;
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_GLASS_DOOR_LT_OPEN;
f->sound_punch = "env-dooropen";
content_nodebox_door(f);
f->type = CMT_GLASS;
f->dig_time = 0.15;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
crafting::set1over1Recipe(CONTENT_GLASS_PANE,CONTENT_GLASS_PANE,CONTENT_GLASS_DOOR_LT);
content_list_add("craftguide",i,1,0);
content_list_add("creative",i,1,0);
i = CONTENT_WOOD_W_DOOR_LB;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Windowed Door");
f->setAllTextures("door_wood_wb.png");
f->setTexture(2,"door_wood_wb.png^[transformFX");
f->setTexture(3,"door_wood_wb.png^[transformFX");
f->setTexture(4,"door_wood_wb.png^[transformFX");
f->setInventoryTexture("door_wood_w_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i+1)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_WOOD_W_DOOR_LB_OPEN;
f->sound_punch = "env-dooropen";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_door(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_WOOD_W_DOOR_LT;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Windowed Door");
f->setAllTextures("door_wood_wt.png");
f->setTexture(2,"door_wood_wt.png^[transformFX");
f->setTexture(3,"door_wood_wt.png^[transformFX");
f->setTexture(4,"door_wood_wt.png^[transformFX");
f->setInventoryTexture("door_wood_w_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onuse_replace_node = CONTENT_WOOD_W_DOOR_RT;
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_WOOD_W_DOOR_LT_OPEN;
f->sound_punch = "env-dooropen";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_doorw(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
crafting::set1over1Recipe(CONTENT_WOOD_W_HATCH,CONTENT_WOOD_HATCH,CONTENT_WOOD_W_DOOR_LT);
crafting::set1over1Recipe(CONTENT_GLASS,CONTENT_WOOD_DOOR_LT,CONTENT_WOOD_W_DOOR_LT);
content_list_add("craftguide",i,1,0);
content_list_add("creative",i,1,0);
i = CONTENT_IRON_W_DOOR_LB;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Windowed Door");
f->setAllTextures("door_iron_wb.png");
f->setTexture(2,"door_iron_wb.png^[transformFX");
f->setTexture(3,"door_iron_wb.png^[transformFX");
f->setTexture(4,"door_iron_wb.png^[transformFX");
f->setInventoryTexture("door_iron_w_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i+1)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_IRON_W_DOOR_LB_OPEN;
f->sound_punch = "env-dooropen";
content_nodebox_door(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
i = CONTENT_IRON_W_DOOR_LT;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Windowed Door");
f->setAllTextures("door_iron_wt.png");
f->setTexture(2,"door_iron_wt.png^[transformFX");
f->setTexture(3,"door_iron_wt.png^[transformFX");
f->setTexture(4,"door_iron_wt.png^[transformFX");
f->setInventoryTexture("door_iron_w_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onuse_replace_node = CONTENT_IRON_W_DOOR_RT;
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_IRON_W_DOOR_LT_OPEN;
f->sound_punch = "env-dooropen";
content_nodebox_doorw(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
crafting::set1over1Recipe(CONTENT_IRON_W_HATCH,CONTENT_IRON_HATCH,CONTENT_IRON_W_DOOR_LT);
crafting::set1over1Recipe(CONTENT_GLASS,CONTENT_IRON_DOOR_LT,CONTENT_IRON_W_DOOR_LT);
content_list_add("craftguide",i,1,0);
content_list_add("creative",i,1,0);
// right doors
i = CONTENT_WOOD_DOOR_RB;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Wood Door");
f->setAllTextures("door_wood_b.png^[transformFX");
f->setTexture(2,"door_wood_b.png");
f->setTexture(3,"door_wood_b.png");
f->setTexture(4,"door_wood_b.png");
f->setInventoryTexture("door_wood_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i+1)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_WOOD_DOOR_RB_OPEN;
f->sound_punch = "env-dooropen";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_door(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_WOOD_DOOR_RT;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Wood Door");
f->setAllTextures("door_wood_t.png^[transformFX");
f->setTexture(2,"door_wood_t.png");
f->setTexture(3,"door_wood_t.png");
f->setTexture(4,"door_wood_t.png");
f->setInventoryTexture("door_wood_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onuse_replace_node = CONTENT_WOOD_DOOR_LT;
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_WOOD_DOOR_RT_OPEN;
f->sound_punch = "env-dooropen";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_door(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
content_list_add("creative",i,1,0);
i = CONTENT_GLASS_DOOR_RB;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Glass Door");
f->setAllTextures("door_glass_b.png^[transformFX");
f->setTexture(2,"door_glass_b.png");
f->setTexture(3,"door_glass_b.png");
f->setTexture(4,"door_glass_b.png");
#ifndef SERVER
f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
#endif
f->setInventoryTexture("door_glass_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i+1)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_GLASS_DOOR_RB_OPEN;
f->sound_punch = "env-dooropen";
f->fuel_time = BT_DOOR_GLASS;
content_nodebox_door(f);
f->type = CMT_GLASS;
f->dig_time = 0.15;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_GLASS_DOOR_RT;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Glass Door");
f->setAllTextures("door_glass_t.png^[transformFX");
f->setTexture(2,"door_glass_t.png");
f->setTexture(3,"door_glass_t.png");
f->setTexture(4,"door_glass_t.png");
#ifndef SERVER
f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
#endif
f->setInventoryTexture("door_glass_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onuse_replace_node = CONTENT_GLASS_DOOR_LT;
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_GLASS_DOOR_RT_OPEN;
f->sound_punch = "env-dooropen";
f->fuel_time = BT_DOOR_GLASS;
content_nodebox_door(f);
f->type = CMT_GLASS;
f->dig_time = 0.15;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
content_list_add("creative",i,1,0);
i = CONTENT_IRON_DOOR_RB;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Iron Door");
f->setAllTextures("door_iron_b.png^[transformFX");
f->setTexture(2,"door_iron_b.png");
f->setTexture(3,"door_iron_b.png");
f->setTexture(4,"door_iron_b.png");
f->setInventoryTexture("door_iron_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i+1)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_IRON_DOOR_RB_OPEN;
f->sound_punch = "env-dooropen";
content_nodebox_door(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
i = CONTENT_IRON_DOOR_RT;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Iron Door");
f->setAllTextures("door_iron_t.png^[transformFX");
f->setTexture(2,"door_iron_t.png");
f->setTexture(3,"door_iron_t.png");
f->setTexture(4,"door_iron_t.png");
f->setInventoryTexture("door_iron_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onuse_replace_node = CONTENT_IRON_DOOR_LT;
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_IRON_DOOR_RT_OPEN;
f->sound_punch = "env-dooropen";
content_nodebox_door(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
content_list_add("creative",i,1,0);
i = CONTENT_WOOD_W_DOOR_RB;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Wood Windowed Door");
f->setAllTextures("door_wood_wb.png^[transformFX");
f->setTexture(2,"door_wood_wb.png");
f->setTexture(3,"door_wood_wb.png");
f->setTexture(4,"door_wood_wb.png");
f->setInventoryTexture("door_wood_w_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i+1)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_WOOD_W_DOOR_RB_OPEN;
f->sound_punch = "env-dooropen";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_door(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_WOOD_W_DOOR_RT;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Wood Windowed Door");
f->setAllTextures("door_wood_wt.png^[transformFX");
f->setTexture(2,"door_wood_wt.png");
f->setTexture(3,"door_wood_wt.png");
f->setTexture(4,"door_wood_wt.png");
f->setInventoryTexture("door_wood_w_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onuse_replace_node = CONTENT_WOOD_W_DOOR_LT;
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_WOOD_W_DOOR_RT_OPEN;
f->sound_punch = "env-dooropen";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_doorw(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
content_list_add("creative",i,1,0);
i = CONTENT_IRON_W_DOOR_RB;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Iron Windowed Door");
f->setAllTextures("door_iron_wb.png^[transformFX");
f->setTexture(2,"door_iron_wb.png");
f->setTexture(3,"door_iron_wb.png");
f->setTexture(4,"door_iron_wb.png");
f->setInventoryTexture("door_iron_w_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i+1)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_IRON_W_DOOR_RB_OPEN;
f->sound_punch = "env-dooropen";
content_nodebox_door(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
i = CONTENT_IRON_W_DOOR_RT;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Iron Windowed Door");
f->setAllTextures("door_iron_wt.png^[transformFX");
f->setTexture(2,"door_iron_wt.png");
f->setTexture(3,"door_iron_wt.png");
f->setTexture(4,"door_iron_wt.png");
f->setInventoryTexture("door_iron_w_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onuse_replace_node = CONTENT_IRON_W_DOOR_LT;
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_IRON_W_DOOR_RT_OPEN;
f->sound_punch = "env-dooropen";
content_nodebox_doorw(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
crafting::set1To1Recipe(CONTENT_IRON_W_DOOR_LT,CONTENT_IRON_W_DOOR_RT);
crafting::set1over1Recipe(CONTENT_GLASS,CONTENT_IRON_DOOR_RT,CONTENT_IRON_W_DOOR_RT);
content_list_add("craftguide",i,1,0);
content_list_add("creative",i,1,0);
// open doors
i = CONTENT_WOOD_DOOR_LB_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Door");
f->setAllTextures("door_wood_b.png");
f->setTexture(3,"door_wood_b.png^[transformFX");
f->setInventoryTexture("door_wood_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_WOOD_DOOR_LT)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_WOOD_DOOR_LB;
f->sound_punch = "env-doorclose";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_doorol(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_WOOD_DOOR_LT_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Door");
f->setAllTextures("door_wood_t.png");
f->setTexture(3,"door_wood_t.png^[transformFX");
f->setInventoryTexture("door_wood_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_WOOD_DOOR_LT)+" 1";
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_WOOD_DOOR_LT;
f->sound_punch = "env-doorclose";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_doorol(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_GLASS_DOOR_LB_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Glass Door");
f->setAllTextures("door_glass_b.png");
f->setTexture(3,"door_glass_b.png^[transformFX");
#ifndef SERVER
f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
#endif
f->setInventoryTexture("door_glass_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i+1)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_GLASS_DOOR_LB;
f->sound_punch = "env-doorclose";
f->fuel_time = BT_DOOR_GLASS;
content_nodebox_doorol(f);
f->type = CMT_WOOD;
f->dig_time = 0.15;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_GLASS_DOOR_LT_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Glass Door");
f->setAllTextures("door_glass_t.png");
f->setTexture(3,"door_glass_t.png^[transformFX");
#ifndef SERVER
f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
#endif
f->setInventoryTexture("door_glass_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_GLASS_DOOR_LT;
f->sound_punch = "env-doorclose";
f->fuel_time = BT_DOOR_GLASS;
content_nodebox_doorol(f);
f->type = CMT_WOOD;
f->dig_time = 0.15;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_IRON_DOOR_LB_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Door");
f->setAllTextures("door_iron_b.png");
f->setTexture(3,"door_iron_b.png^[transformFX");
f->setInventoryTexture("door_iron_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_IRON_DOOR_LT)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_IRON_DOOR_LB;
f->sound_punch = "env-doorclose";
content_nodebox_doorol(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
i = CONTENT_IRON_DOOR_LT_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Door");
f->setAllTextures("door_iron_t.png");
f->setTexture(3,"door_iron_t.png^[transformFX");
f->setInventoryTexture("door_iron_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_IRON_DOOR_LT)+" 1";
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_IRON_DOOR_LT;
f->sound_punch = "env-doorclose";
content_nodebox_doorol(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
i = CONTENT_WOOD_W_DOOR_LB_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Windowed Door");
f->setAllTextures("door_wood_wb.png");
f->setTexture(3,"door_wood_wb.png^[transformFX");
f->setInventoryTexture("door_wood_w_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_WOOD_W_DOOR_LT)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_WOOD_W_DOOR_LB;
f->sound_punch = "env-doorclose";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_doorol(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_WOOD_W_DOOR_LT_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Windowed Door");
f->setAllTextures("door_wood_wt.png");
f->setTexture(3,"door_wood_wt.png^[transformFX");
f->setInventoryTexture("door_wood_w_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_WOOD_W_DOOR_LT)+" 1";
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_WOOD_W_DOOR_LT;
f->sound_punch = "env-doorclose";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_doorwol(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_IRON_W_DOOR_LB_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Windowed Door");
f->setAllTextures("door_iron_wb.png");
f->setTexture(3,"door_iron_wb.png^[transformFX");
f->setInventoryTexture("door_iron_w_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_IRON_W_DOOR_LT)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_IRON_W_DOOR_LB;
f->sound_punch = "env-doorclose";
content_nodebox_doorol(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
i = CONTENT_IRON_W_DOOR_LT_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Windowed Door");
f->setAllTextures("door_iron_wt.png");
f->setTexture(3,"door_iron_wt.png^[transformFX");
f->setInventoryTexture("door_iron_w_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_IRON_W_DOOR_LT)+" 1";
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_IRON_W_DOOR_LT;
f->sound_punch = "env-doorclose";
content_nodebox_doorwol(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
// right open doors
i = CONTENT_WOOD_DOOR_RB_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Wood Door");
f->setAllTextures("door_wood_b.png");
f->setTexture(3,"door_wood_b.png^[transformFX");
f->setTexture(4,"door_wood_b.png^[transformFX");
f->setTexture(5,"door_wood_b.png^[transformFX");
f->setInventoryTexture("door_wood_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_WOOD_DOOR_RT)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_WOOD_DOOR_RB;
f->sound_punch = "env-doorclose";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_dooror(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_WOOD_DOOR_RT_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Wood Door");
f->setAllTextures("door_wood_t.png");
f->setTexture(3,"door_wood_t.png^[transformFX");
f->setTexture(4,"door_wood_t.png^[transformFX");
f->setTexture(5,"door_wood_t.png^[transformFX");
f->setInventoryTexture("door_wood_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_WOOD_DOOR_RT)+" 1";
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_WOOD_DOOR_RT;
f->sound_punch = "env-doorclose";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_dooror(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_GLASS_DOOR_RB_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Glass Door");
f->setAllTextures("door_glass_b.png");
f->setTexture(2,"door_glass_b.png^[transformFX");
f->setTexture(3,"door_glass_b.png^[transformFX");
f->setTexture(4,"door_glass_b.png^[transformFX");
#ifndef SERVER
f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
#endif
f->setInventoryTexture("door_glass_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i+1)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_GLASS_DOOR_RB;
f->sound_punch = "env-doorclose";
f->fuel_time = BT_DOOR_GLASS;
content_nodebox_dooror(f);
f->type = CMT_GLASS;
f->dig_time = 0.15;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_GLASS_DOOR_RT_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Glass Door");
f->setAllTextures("door_glass_t.png");
f->setTexture(2,"door_glass_t.png^[transformFX");
f->setTexture(3,"door_glass_t.png^[transformFX");
f->setTexture(4,"door_glass_t.png^[transformFX");
#ifndef SERVER
f->setAllTextureTypes(MATERIAL_ALPHA_BLEND);
#endif
f->setInventoryTexture("door_glass_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_GLASS_DOOR_RT;
f->sound_punch = "env-doorclose";
content_nodebox_dooror(f);
f->type = CMT_GLASS;
f->dig_time = 0.15;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_IRON_DOOR_RB_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Iron Door");
f->setAllTextures("door_iron_b.png");
f->setTexture(3,"door_iron_b.png^[transformFX");
f->setTexture(4,"door_iron_b.png^[transformFX");
f->setTexture(5,"door_iron_b.png^[transformFX");
f->setInventoryTexture("door_iron_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_IRON_DOOR_RT)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_IRON_DOOR_RB;
f->sound_punch = "env-doorclose";
content_nodebox_dooror(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
i = CONTENT_IRON_DOOR_RT_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Iron Door");
f->setAllTextures("door_iron_b.png");
f->setTexture(3,"door_iron_t.png^[transformFX");
f->setTexture(4,"door_iron_t.png^[transformFX");
f->setTexture(5,"door_iron_t.png^[transformFX");
f->setInventoryTexture("door_iron_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_IRON_DOOR_RT)+" 1";
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_IRON_DOOR_RT;
f->sound_punch = "env-doorclose";
content_nodebox_dooror(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
i = CONTENT_WOOD_W_DOOR_RB_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Wood Windowed Door");
f->setAllTextures("door_wood_wb.png");
f->setTexture(3,"door_wood_wb.png^[transformFX");
f->setTexture(4,"door_wood_wb.png^[transformFX");
f->setTexture(5,"door_wood_wb.png^[transformFX");
f->setInventoryTexture("door_wood_w_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_WOOD_W_DOOR_RT)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_WOOD_W_DOOR_RB;
f->sound_punch = "env-doorclose";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_dooror(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_WOOD_W_DOOR_RT_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Wood Windowed Door");
f->setAllTextures("door_wood_wt.png");
f->setTexture(3,"door_wood_wt.png^[transformFX");
f->setTexture(4,"door_wood_wt.png^[transformFX");
f->setTexture(5,"door_wood_wt.png^[transformFX");
f->setInventoryTexture("door_wood_w_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_WOOD_W_DOOR_RT)+" 1";
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_WOOD_W_DOOR_RT;
f->sound_punch = "env-doorclose";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_DOOR;
content_nodebox_doorwor(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_IRON_W_DOOR_RB_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Iron Windowed Door");
f->setAllTextures("door_iron_wb.png");
f->setTexture(3,"door_iron_wb.png^[transformFX");
f->setTexture(4,"door_iron_wb.png^[transformFX");
f->setTexture(5,"door_iron_wb.png^[transformFX");
f->setInventoryTexture("door_iron_w_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_IRON_W_DOOR_RT)+" 1";
f->onact_also_affects = v3s16(0,1,0);
f->onpunch_replace_node = CONTENT_IRON_W_DOOR_RB;
f->sound_punch = "env-doorclose";
content_nodebox_dooror(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
i = CONTENT_IRON_W_DOOR_RT_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Right Hanging Iron Windowed Door");
f->setAllTextures("door_iron_wt.png");
f->setTexture(3,"door_iron_wt.png^[transformFX");
f->setTexture(4,"door_iron_wt.png^[transformFX");
f->setTexture(5,"door_iron_wt.png^[transformFX");
f->setInventoryTexture("door_iron_w_inv.png^[transformFX");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_IRON_W_DOOR_RT)+" 1";
f->onact_also_affects = v3s16(0,-1,0);
f->onpunch_replace_node = CONTENT_IRON_W_DOOR_RT;
f->sound_punch = "env-doorclose";
content_nodebox_doorwor(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
// hatches
i = CONTENT_WOOD_HATCH;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Hatch");
f->setAllTextures("hatch_wood.png");
f->rotate_tile_with_nodebox = true;
f->setInventoryTexture("hatch_wood_inv.png");
f->wield_nodebox = false;
f->air_equivalent = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onpunch_replace_node = CONTENT_WOOD_HATCH_OPEN;
f->sound_punch = "env-dooropen";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_HATCH;
content_nodebox_hatch(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
crafting::setSoftBlockRecipe(CONTENT_CRAFTITEM_WOOD_PLANK,CONTENT_WOOD_HATCH);
crafting::setSoftBlockRecipe(CONTENT_CRAFTITEM_JUNGLE_PLANK,CONTENT_WOOD_HATCH);
content_list_add("craftguide",i,1,0);
content_list_add("creative",i,1,0);
i = CONTENT_IRON_HATCH;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Hatch");
f->setAllTextures("hatch_iron.png");
f->rotate_tile_with_nodebox = true;
f->setInventoryTexture("hatch_iron_inv.png");
f->wield_nodebox = false;
f->air_equivalent = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onpunch_replace_node = CONTENT_IRON_HATCH_OPEN;
f->sound_punch = "env-dooropen";
content_nodebox_hatch(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
crafting::setSoftBlockRecipe(CONTENT_CRAFTITEM_IRON_INGOT,CONTENT_IRON_HATCH);
content_list_add("craftguide",i,1,0);
content_list_add("creative",i,1,0);
i = CONTENT_WOOD_W_HATCH;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Windowed Hatch");
f->setAllTextures("hatch_wood_w.png");
f->rotate_tile_with_nodebox = true;
f->setInventoryTexture("hatch_wood_w_inv.png");
f->wield_nodebox = false;
f->air_equivalent = true;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onpunch_replace_node = CONTENT_WOOD_W_HATCH_OPEN;
f->sound_punch = "env-dooropen";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_HATCH;
content_nodebox_hatchw(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
crafting::set1over1Recipe(CONTENT_GLASS,CONTENT_WOOD_HATCH,CONTENT_WOOD_W_HATCH);
content_list_add("craftguide",i,1,0);
content_list_add("creative",i,1,0);
i = CONTENT_IRON_W_HATCH;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Windowed Hatch");
f->setAllTextures("hatch_iron_w.png");
f->rotate_tile_with_nodebox = true;
f->setInventoryTexture("hatch_iron_w_inv.png");
f->wield_nodebox = false;
f->air_equivalent = true;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onpunch_replace_node = CONTENT_IRON_W_HATCH_OPEN;
f->sound_punch = "env-dooropen";
content_nodebox_hatchw(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
crafting::set1over1Recipe(CONTENT_GLASS,CONTENT_IRON_HATCH,CONTENT_IRON_W_HATCH);
content_list_add("craftguide",i,1,0);
content_list_add("creative",i,1,0);
// gates
i = CONTENT_WOOD_GATE;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Gate");
f->setAllTextures("wood.png");
f->rotate_tile_with_nodebox = true;
f->air_equivalent = true;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onpunch_replace_node = CONTENT_WOOD_GATE_OPEN;
f->sound_punch = "env-dooropen";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_FENCE;
content_nodebox_gate(f);
f->setInventoryTextureNodeBox(i,"wood.png","wood.png","wood.png");
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
crafting::setGateRecipe(CONTENT_CRAFTITEM_WOOD_PLANK,CONTENT_WOOD,CONTENT_WOOD_GATE);
crafting::setGateRecipe(CONTENT_CRAFTITEM_JUNGLE_PLANK,CONTENT_JUNGLEWOOD,CONTENT_WOOD_GATE);
crafting::setGateRecipe(CONTENT_CRAFTITEM_WOOD_PLANK,CONTENT_JUNGLEWOOD,CONTENT_WOOD_GATE);
crafting::setGateRecipe(CONTENT_CRAFTITEM_JUNGLE_PLANK,CONTENT_WOOD,CONTENT_WOOD_GATE);
content_list_add("craftguide",i,1,0);
content_list_add("creative",i,1,0);
i = CONTENT_IRON_GATE;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Gate");
f->setAllTextures("iron_sheet.png");
f->rotate_tile_with_nodebox = true;
f->setInventoryTexture("gate_iron_inv.png");
f->wield_nodebox = false;
f->air_equivalent = true;
f->jumpable = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->onpunch_replace_node = CONTENT_IRON_GATE_OPEN;
f->sound_punch = "env-dooropen";
content_nodebox_gate(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
crafting::setGateRecipe(CONTENT_CRAFTITEM_IRON_INGOT,CONTENT_IRON,CONTENT_IRON_GATE);
content_list_add("craftguide",i,1,0);
content_list_add("creative",i,1,0);
// open hatches
i = CONTENT_WOOD_HATCH_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Hatch");
f->setAllTextures("hatch_wood.png");
f->setTexture(2,"hatch_wood.png^[transformR90");
f->setTexture(3,"hatch_wood.png^[transformR90");
f->rotate_tile_with_nodebox = true;
f->setInventoryTexture("hatch_wood_inv.png");
f->wield_nodebox = false;
f->air_equivalent = true;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->climbable = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_WOOD_HATCH)+" 1";
f->onpunch_replace_node = CONTENT_WOOD_HATCH;
f->sound_punch = "env-doorclose";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_HATCH;
content_nodebox_hatcho(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_IRON_HATCH_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Hatch");
f->setAllTextures("hatch_iron.png");
f->setTexture(2,"hatch_iron.png^[transformR90");
f->setTexture(3,"hatch_iron.png^[transformR90");
f->rotate_tile_with_nodebox = true;
f->setInventoryTexture("hatch_iron_inv.png");
f->wield_nodebox = false;
f->air_equivalent = true;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->climbable = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_IRON_HATCH)+" 1";
f->onpunch_replace_node = CONTENT_IRON_HATCH;
f->sound_punch = "env-doorclose";
content_nodebox_hatcho(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
i = CONTENT_WOOD_W_HATCH_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Hatch");
f->setAllTextures("hatch_wood_w.png");
f->setTexture(2,"hatch_wood.png^[transformR90");
f->setTexture(3,"hatch_wood.png^[transformR90");
f->rotate_tile_with_nodebox = true;
f->setInventoryTexture("hatch_wood_w_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->air_equivalent = true;
f->light_propagates = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->climbable = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_WOOD_W_HATCH)+" 1";
f->onpunch_replace_node = CONTENT_WOOD_W_HATCH;
f->sound_punch = "env-doorclose";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_HATCH;
content_nodebox_hatchwo(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_IRON_W_HATCH_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Hatch");
f->setAllTextures("hatch_iron_w.png");
f->setTexture(2,"hatch_iron.png^[transformR90");
f->setTexture(3,"hatch_iron.png^[transformR90");
f->rotate_tile_with_nodebox = true;
f->setInventoryTexture("hatch_iron_w_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->draw_type = CDT_NODEBOX;
f->climbable = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_IRON_W_HATCH)+" 1";
f->onpunch_replace_node = CONTENT_IRON_W_HATCH;
f->sound_punch = "env-doorclose";
content_nodebox_hatchwo(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
// open gates
i = CONTENT_WOOD_GATE_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Wood Gate");
f->setAllTextures("wood.png");
f->rotate_tile_with_nodebox = true;
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->walkable = false;
f->draw_type = CDT_NODEBOX;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_WOOD_GATE)+" 1";
f->onpunch_replace_node = CONTENT_WOOD_GATE;
f->sound_punch = "env-doorclose";
f->flammable = 1; // can be replaced by fire if the node under it is set on fire
f->fuel_time = BT_FENCE;
content_nodebox_gateo(f);
f->type = CMT_WOOD;
f->dig_time = 0.75;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
i = CONTENT_IRON_GATE_OPEN;
f = &content_features(i);
f->param2_type = CPT_FACEDIR_SIMPLE;
f->description = gettext("Iron Gate");
f->setAllTextures("iron_sheet.png");
f->rotate_tile_with_nodebox = true;
f->setInventoryTexture("gate_iron_inv.png");
f->wield_nodebox = false;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->air_equivalent = true;
f->sunlight_propagates = true;
f->walkable = false;
f->draw_type = CDT_NODEBOX;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_IRON_GATE)+" 1";
f->onpunch_replace_node = CONTENT_IRON_GATE;
f->sound_punch = "env-doorclose";
content_nodebox_gateo(f);
f->type = CMT_STONE;
f->dig_time = 2.0;
f->pressure_type = CST_SOLID;
f->suffocation_per_second = 0;
f->energy_type = CET_DEVICE;
if (f->initial_metadata == NULL)
f->initial_metadata = new DoorNodeMetadata();
}