Implement wall sign mesh
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aa691808d0
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@ -110,9 +110,14 @@ local generate_line = function(s, ypos)
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return texture
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return texture
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end
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end
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local generate_texture = function(lines)
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local generate_texture = function(lines, signnodename)
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local texture = "[combine:"..SIGN_WIDTH.."x"..SIGN_WIDTH
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local texture = "[combine:"..SIGN_WIDTH.."x"..SIGN_WIDTH
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local ypos = 9
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local ypos
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if signnodename == "mcl_signs:wall_sign" then
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ypos = 27
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else
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ypos = 9
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end
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for i = 1, #lines do
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for i = 1, #lines do
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texture = texture..generate_line(lines[i], ypos)
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texture = texture..generate_line(lines[i], ypos)
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ypos = ypos + LINE_HEIGHT
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ypos = ypos + LINE_HEIGHT
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@ -120,7 +125,7 @@ local generate_texture = function(lines)
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return texture
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return texture
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end
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end
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local n = 7/16 - 1/128
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local n = 23/56 - 1/128
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local signtext_info_wall = {
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local signtext_info_wall = {
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{delta = {x = 0, y = 0, z = n}, yaw = 0},
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{delta = {x = 0, y = 0, z = n}, yaw = 0},
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@ -178,7 +183,7 @@ local update_sign = function(pos, fields, sender)
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local objects = minetest.get_objects_inside_radius(pos, 0.5)
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local objects = minetest.get_objects_inside_radius(pos, 0.5)
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for _, v in ipairs(objects) do
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for _, v in ipairs(objects) do
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if v:get_entity_name() == "mcl_signs:text" then
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if v:get_entity_name() == "mcl_signs:text" then
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v:set_properties({textures={generate_texture(create_lines(text))}})
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v:set_properties({textures={generate_texture(create_lines(text), v:get_luaentity()._signnodename)}})
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return
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return
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end
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end
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end
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end
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@ -206,6 +211,7 @@ local update_sign = function(pos, fields, sender)
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elseif nn == "mcl_signs:standing_sign67_5" then
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elseif nn == "mcl_signs:standing_sign67_5" then
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sign_info.yaw = sign_info.yaw + 3 * (math.pi / 8)
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sign_info.yaw = sign_info.yaw + 3 * (math.pi / 8)
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end
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end
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text_entity:get_luaentity()._signnodename = nn
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text_entity:setyaw(sign_info.yaw)
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text_entity:setyaw(sign_info.yaw)
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end
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end
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@ -241,9 +247,10 @@ minetest.register_node("mcl_signs:wall_sign", {
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paramtype = "light",
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paramtype = "light",
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sunlight_propagates = true,
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sunlight_propagates = true,
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paramtype2 = "wallmounted",
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paramtype2 = "wallmounted",
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drawtype = "nodebox",
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drawtype = "mesh",
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node_box = {type = "wallmounted", wall_side = {-0.499, -1/16, -7/16, -7/16, 7/16, 7/16}},
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mesh = "mcl_signs_signonwallmount.obj",
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tiles = {"mcl_signs_sign_wall.png"},
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selection_box = {type = "wallmounted", wall_side = {-0.5, -7/28, -0.5, -23/56, 7/28, 0.5}},
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tiles = {"mcl_signs_sign.png"},
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groups = sign_groups,
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groups = sign_groups,
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stack_max = 16,
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stack_max = 16,
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sounds = mcl_sounds.node_sound_wood_defaults(),
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sounds = mcl_sounds.node_sound_wood_defaults(),
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@ -276,6 +283,7 @@ minetest.register_node("mcl_signs:wall_sign", {
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local sign_info
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local sign_info
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local place_pos
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local place_pos
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local nodeitem = ItemStack(itemstack)
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-- Ceiling
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-- Ceiling
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if wdir == 0 then
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if wdir == 0 then
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--how would you add sign to ceiling?
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--how would you add sign to ceiling?
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@ -286,7 +294,6 @@ minetest.register_node("mcl_signs:wall_sign", {
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place_pos = above
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place_pos = above
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-- Determine the sign rotation based on player's yaw
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-- Determine the sign rotation based on player's yaw
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local stand = ItemStack(itemstack)
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local yaw = math.pi*2 - placer:get_look_horizontal()
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local yaw = math.pi*2 - placer:get_look_horizontal()
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-- Select one of 16 possible rotations (0-15)
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-- Select one of 16 possible rotations (0-15)
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@ -300,18 +307,18 @@ minetest.register_node("mcl_signs:wall_sign", {
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-- The actual rotation is a combination of predefined mesh and facedir (see node definition)
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-- The actual rotation is a combination of predefined mesh and facedir (see node definition)
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if rotation_level % 4 == 0 then
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if rotation_level % 4 == 0 then
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stand:set_name("mcl_signs:standing_sign")
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nodeitem:set_name("mcl_signs:standing_sign")
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elseif rotation_level % 4 == 1 then
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elseif rotation_level % 4 == 1 then
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stand:set_name("mcl_signs:standing_sign22_5")
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nodeitem:set_name("mcl_signs:standing_sign22_5")
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elseif rotation_level % 4 == 2 then
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elseif rotation_level % 4 == 2 then
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stand:set_name("mcl_signs:standing_sign45")
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nodeitem:set_name("mcl_signs:standing_sign45")
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elseif rotation_level % 4 == 3 then
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elseif rotation_level % 4 == 3 then
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stand:set_name("mcl_signs:standing_sign67_5")
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nodeitem:set_name("mcl_signs:standing_sign67_5")
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end
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end
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fdir = math.floor(rotation_level / 4)
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fdir = math.floor(rotation_level / 4)
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-- Place the node!
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-- Place the node!
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local _, success = minetest.item_place_node(stand, placer, pointed_thing, fdir)
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local _, success = minetest.item_place_node(nodeitem, placer, pointed_thing, fdir)
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if not success then
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if not success then
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return itemstack
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return itemstack
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end
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end
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@ -327,11 +334,12 @@ minetest.register_node("mcl_signs:wall_sign", {
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sign_info = signtext_info_wall[fdir + 1]
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sign_info = signtext_info_wall[fdir + 1]
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end
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end
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local text = minetest.add_entity({
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local text_entity = minetest.add_entity({
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x = place_pos.x + sign_info.delta.x,
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x = place_pos.x + sign_info.delta.x,
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y = place_pos.y + sign_info.delta.y,
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y = place_pos.y + sign_info.delta.y,
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z = place_pos.z + sign_info.delta.z}, "mcl_signs:text")
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z = place_pos.z + sign_info.delta.z}, "mcl_signs:text")
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text:setyaw(sign_info.yaw)
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text_entity:setyaw(sign_info.yaw)
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text_entity:get_luaentity()._signnodename = nodeitem:get_name()
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if not minetest.setting_getbool("creative_mode") then
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if not minetest.setting_getbool("creative_mode") then
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itemstack:take_item()
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itemstack:take_item()
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@ -409,14 +417,23 @@ minetest.register_entity("mcl_signs:text", {
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physical = false,
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physical = false,
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collide_with_objects = false,
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collide_with_objects = false,
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on_activate = function(self)
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_signnodename = nil, -- node name of sign node to which the text belongs
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on_activate = function(self, staticdata)
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if staticdata then
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self._signnodename = staticdata._signnodename
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end
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local meta = minetest.get_meta(self.object:getpos())
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local meta = minetest.get_meta(self.object:getpos())
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local text = meta:get_string("text")
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local text = meta:get_string("text")
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self.object:set_properties({
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self.object:set_properties({
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textures={generate_texture(create_lines(text))},
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textures={generate_texture(create_lines(text), self._signnodename)},
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})
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})
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self.object:set_armor_groups({ immortal = 1 })
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self.object:set_armor_groups({ immortal = 1 })
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end
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end,
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get_staticdata = function(self)
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local out = { self._signnodename }
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return minetest.serialize(out)
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end,
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})
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})
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minetest.register_craft({
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minetest.register_craft({
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@ -0,0 +1,40 @@
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# Blender v2.76 (sub 0) OBJ File: 'signonwallmount.blend'
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# www.blender.org
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mtllib signonwallmount.mtl
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o wood_Cube.001
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v 0.499985 -0.416668 -0.249992
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v 0.499985 -0.416668 0.249993
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v 0.499985 -0.499999 -0.249992
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v 0.499985 -0.499999 0.249993
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v -0.499985 -0.416668 -0.249993
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v -0.499985 -0.416668 0.249992
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v -0.499985 -0.499999 -0.249993
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v -0.499985 -0.499999 0.249992
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vt 0.031250 0.562500
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vt 0.031250 0.937500
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vt 0.000000 0.937500
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vt 0.000000 0.562500
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vt 0.812500 0.562500
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vt 0.812500 0.937500
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vt 0.437500 0.937500
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vt 0.437500 0.562500
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vt 0.406250 0.937500
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vt 0.406250 0.562500
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vt 0.406250 1.000000
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vt 0.781250 1.000000
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vt 0.781250 0.937500
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vt 0.031250 1.000000
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vn 1.000000 0.000000 0.000000
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vn 0.000000 -1.000000 -0.000000
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vn -1.000000 0.000000 -0.000000
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vn -0.000000 1.000000 0.000000
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vn 0.000000 0.000000 -1.000000
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vn -0.000000 -0.000000 1.000000
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usemtl None
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s off
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f 1/1/1 2/2/1 4/3/1 3/4/1
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f 3/5/2 4/6/2 8/7/2 7/8/2
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f 7/8/3 8/7/3 6/9/3 5/10/3
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f 5/10/4 6/9/4 2/2/4 1/1/4
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f 3/11/5 7/12/5 5/13/5 1/9/5
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f 8/11/6 4/14/6 2/2/6 6/9/6
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