fix many codestyle issues
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3dd490ed6b
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@ -67,7 +67,7 @@ doc_identifier.identify = function(itemstack, user, pointed_thing)
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local pos = pointed_thing.under
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local node = minetest.get_node(pos)
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if minetest.registered_nodes[node.name] ~= nil then
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local nodedef = minetest.registered_nodes[node.name]
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--local nodedef = minetest.registered_nodes[node.name]
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if(node.name == "ignore") then
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show_message(username, "error_ignore")
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elseif doc.entry_exists("nodes", node.name) then
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@ -1269,7 +1269,6 @@ local function gather_descs()
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if type(def._doc_items_hidden) == "boolean" then
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hidden = def._doc_items_hidden
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end
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local custom_image
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name = scrub_newlines(name)
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local infotable = {
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name = name,
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@ -33,7 +33,6 @@ local fmt, find, gmatch, match, sub, split, lower =
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local min, max, floor, ceil = math.min, math.max, math.floor, math.ceil
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local pairs, next, unpack = pairs, next, unpack
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local vec_add, vec_mul = vector.add, vector.multiply
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local DEFAULT_SIZE = 10
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local MIN_LIMIT, MAX_LIMIT = 10, 12
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@ -1001,7 +1000,7 @@ else
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end
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end)
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local function on_use(user)
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--[[local function on_use(user)
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local name = user:get_player_name()
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if next(recipe_filters) then
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@ -1011,7 +1010,7 @@ else
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end
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show_formspec(name, "mcl_craftguide", make_formspec(name))
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end
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end]]
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end
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@ -1098,7 +1097,6 @@ if progressive_mode then
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local name = player:get_player_name()
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init_data(name)
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local meta = player:get_meta()
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local name = player:get_player_name()
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local data = player_data[name]
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data.inv_items = deserialize(meta:get_string("inv_items")) or {}
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@ -1144,7 +1142,7 @@ else
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end
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function mcl_craftguide.show(name)
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local player = minetest.get_player_by_name(name)
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local player = get_player_by_name(name)
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if next(recipe_filters) then
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local data = player_data[name]
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data.items_raw = get_filtered_items(player)
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@ -62,7 +62,6 @@ end)
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-- nodes which have flower placement rules
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doc.sub.items.register_factoid("nodes", "groups", function(itemstring, def)
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local datastring = ""
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if def.groups.place_flowerlike == 1 then
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return S("This plant can only grow on grass blocks and dirt. To survive, it needs to have an unobstructed view to the sky above or be exposed to a light level of 8 or higher.")
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elseif def.groups.place_flowerlike == 2 then
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@ -130,7 +129,7 @@ end)
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-- Armor
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doc.sub.items.register_factoid(nil, "use", function(itemstring, def)
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local def = minetest.registered_items[itemstring]
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--local def = minetest.registered_items[itemstring]
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local s = ""
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local head = minetest.get_item_group(itemstring, "armor_head")
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local torso = minetest.get_item_group(itemstring, "armor_torso")
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@ -173,7 +172,6 @@ end)
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doc.sub.items.register_factoid(nil, "groups", function(itemstring, def)
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if def._repair_material then
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local mdef = minetest.registered_items[def._repair_material]
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local desc
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if mdef and mdef.description and mdef.description ~= "" then
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return S("This item can be repaired at an anvil with: @1.", mdef.description)
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elseif def._repair_material == "group:wood" then
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@ -233,7 +233,7 @@ if minetest.get_modpath("mcl_farming") then
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local wear = mcl_autogroup.get_wear(toolname, "shearsy")
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itemstack:add_wear(wear)
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end
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minetest.sound_play({name="default_grass_footstep", gain=1}, {pos = above}, true)
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minetest.sound_play({name="default_grass_footstep", gain=1}, {pos = pointed_thing.above}, true)
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local dir = vector.subtract(pointed_thing.under, pointed_thing.above)
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local param2 = minetest.dir_to_facedir(dir)
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minetest.swap_node(pointed_thing.under, {name="mcl_farming:pumpkin_face", param2 = param2})
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@ -157,7 +157,6 @@ screwdriver.handler = function(itemstack, user, pointed_thing, mode, uses)
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if should_rotate and new_param2 ~= node.param2 then
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node.param2 = new_param2
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minetest.swap_node(pos, node)
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minetest.check_for_falling(pos)
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if ndef.after_rotate then
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ndef.after_rotate(vector.new(pos))
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@ -142,7 +142,7 @@ function xpanes.register_pane(name, def)
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tiles = {def.textures[3], def.textures[2], def.textures[1]},
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use_texture_alpha = def.use_texture_alpha,
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groups = groups,
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drop = "xpanes:" .. name .. "_flat",
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drop = drop,
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sounds = def.sounds,
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node_box = {
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type = "connected",
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@ -153,7 +153,6 @@ function xpanes.register_pane(name, def)
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connect_right = {{1/32, -1/2, -1/32, 1/2, 1/2, 1/32}},
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},
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connects_to = {"group:pane", "group:stone", "group:glass", "group:wood", "group:tree"},
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drop = drop,
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_mcl_blast_resistance = def._mcl_blast_resistance,
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_mcl_hardness = def._mcl_hardness,
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_mcl_silk_touch_drop = def._mcl_silk_touch_drop and {"xpanes:" .. name .. "_flat"},
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@ -3973,7 +3973,7 @@ if mg_name ~= "singlenode" then
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if deco_id_chorus_plant then
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mcl_mapgen_core.register_generator("chorus_grow", nil, function(minp, maxp, blockseed)
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local gennotify = minetest.get_mapgen_object("gennotify")
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local poslist = {}
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--local poslist = {}
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for _, pos in ipairs(gennotify["decoration#"..deco_id_chorus_plant] or {}) do
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local realpos = { x = pos.x, y = pos.y + 1, z = pos.z }
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mcl_end.grow_chorus_plant(realpos)
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@ -85,7 +85,7 @@ if mg_name ~= "singlenode" then
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if blockseed % 77 ~= 17 then return end
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-- needed for manual and automated settlement building
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-- don't build settlements on (too) uneven terrain
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local heightmap = minetest.get_mapgen_object("heightmap")
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--local heightmap = minetest.get_mapgen_object("heightmap")
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local height_difference = settlements.evaluate_heightmap()
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if height_difference > max_height_difference then return end
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@ -126,7 +126,7 @@ function settlements.fill_chest(pos, pr)
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-- fill chest
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local inv = minetest.get_inventory( {type="node", pos=pos} )
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local function get_treasures(pr)
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local function get_treasures(prand)
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local loottable = {{
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stacks_min = 3,
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stacks_max = 8,
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@ -150,7 +150,7 @@ function settlements.fill_chest(pos, pr)
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{ itemstring = "mobs_mc:diamond_horse_armor", weight = 1 },
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}
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}}
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local items = mcl_loot.get_multi_loot(loottable, pr)
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local items = mcl_loot.get_multi_loot(loottable, prand)
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return items
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end
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