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Update french translation, add missing chain, fix typo Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/4006 Reviewed-by: AFCMS <afcm.contact@gmail.com> Co-authored-by: 3raven <3raven@noreply.git.minetest.land> Co-committed-by: 3raven <3raven@noreply.git.minetest.land>
283 lines
9.6 KiB
Lua
283 lines
9.6 KiB
Lua
-- WALL BUTTON
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-- A button that when pressed emits power for a short moment and then turns off again
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local S = minetest.get_translator(minetest.get_current_modname())
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local button_sounds = {} -- remember button push sounds
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local button_get_output_rules = mesecon.rules.wallmounted_get
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local boxes_off = {
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type = "wallmounted",
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wall_side = { -8/16, -2/16, -4/16, -6/16, 2/16, 4/16 },
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wall_bottom = { -4/16, -8/16, -2/16, 4/16, -6/16, 2/16 },
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wall_top = { -4/16, 6/16, -2/16, 4/16, 8/16, 2/16 },
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}
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local boxes_on = {
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type = "wallmounted",
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wall_side = { -8/16, -2/16, -4/16, -7/16, 2/16, 4/16 },
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wall_bottom = { -4/16, -8/16, -2/16, 4/16, -7/16, 2/16 },
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wall_top = { -4/16, 7/16, -2/16, 4/16, 8/16, 2/16 },
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}
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-- Push the button
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function mesecon.push_button(pos, node)
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-- No-op if button is already pushed
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if mesecon.is_receptor_on(node) then
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return
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end
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local def = minetest.registered_nodes[node.name]
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minetest.set_node(pos, {name="mesecons_button:button_"..def._mcl_button_basename.."_on", param2=node.param2})
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mesecon.receptor_on(pos, button_get_output_rules(node))
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local sfx = button_sounds[node.name]
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if sfx then
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minetest.sound_play(sfx, {pos=pos}, true)
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end
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local timer = minetest.get_node_timer(pos)
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timer:start(def._mcl_button_timer)
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end
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local function on_button_place(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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-- no interaction possible with entities
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return itemstack
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end
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local under = pointed_thing.under
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local node = minetest.get_node(under)
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local def = minetest.registered_nodes[node.name]
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if not def then return end
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local groups = def.groups
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-- Check special rightclick action of pointed node
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if def and def.on_rightclick then
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if not placer:get_player_control().sneak then
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return def.on_rightclick(under, node, placer, itemstack,
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pointed_thing) or itemstack, false
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end
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end
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-- If the pointed node is buildable, let's look at the node *behind* that node
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if def.buildable_to then
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local dir = vector.subtract(pointed_thing.above, pointed_thing.under)
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local actual = vector.subtract(under, dir)
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local actualnode = minetest.get_node(actual)
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def = minetest.registered_nodes[actualnode.name]
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groups = def.groups
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end
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-- Only allow placement on full-cube solid opaque nodes
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if (not groups) or (not groups.solid) or (not groups.opaque) or (def.node_box and def.node_box.type ~= "regular") then
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return itemstack
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end
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local above = pointed_thing.above
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local idef = itemstack:get_definition()
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local itemstack, success = minetest.item_place_node(itemstack, placer, pointed_thing)
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if success then
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if idef.sounds and idef.sounds.place then
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minetest.sound_play(idef.sounds.place, {pos=above, gain=1}, true)
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end
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end
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return itemstack
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end
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local buttonuse = S("Use the button to push it.")
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function mesecon.register_button(basename, description, texture, recipeitem, sounds, plusgroups, button_timer, push_by_arrow, longdesc, button_sound)
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local groups_off = table.copy(plusgroups)
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groups_off.attached_node=1
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groups_off.dig_by_water=1
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groups_off.destroy_by_lava_flow=1
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groups_off.dig_by_piston=1
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groups_off.dig_immediate_piston=1
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groups_off.button=1 -- button (off)
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local groups_on = table.copy(groups_off)
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groups_on.not_in_creative_inventory=1
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groups_on.button=2 -- button (on)
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if not button_sound then
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button_sound = "mesecons_button_push"
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end
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button_sounds["mesecons_button:button_"..basename.."_off"] = button_sound
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if not longdesc then
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if groups_off.material_wood ~= 0 then
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longdesc = S("A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.")
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else
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longdesc = S("A button is a redstone component which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.", button_timer)
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end
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end
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if push_by_arrow then
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groups_off.button_push_by_arrow = 1
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groups_on.button_push_by_arrow = 1
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end
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local tt = S("Provides redstone power when pushed")
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tt = tt .. "\n" .. S("Push duration: @1s", string.format("%.1f", button_timer))
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if push_by_arrow then
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tt = tt .. "\n" .. S("Pushable by arrow")
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end
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minetest.register_node(":mesecons_button:button_"..basename.."_off", {
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drawtype = "nodebox",
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tiles = {texture},
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wield_image = "mesecons_button_wield_mask.png^"..texture.."^mesecons_button_wield_mask.png^[makealpha:255,126,126",
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-- FIXME: Use proper 3D inventory image
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inventory_image = "mesecons_button_wield_mask.png^"..texture.."^mesecons_button_wield_mask.png^[makealpha:255,126,126",
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wield_scale = { x=1, y=1, z=1},
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paramtype = "light",
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paramtype2 = "wallmounted",
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is_ground_content = false,
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walkable = false,
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sunlight_propagates = true,
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node_box = boxes_off,
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groups = groups_off,
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description = description,
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_tt_help = tt,
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_doc_items_longdesc = longdesc,
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_doc_items_usagehelp = buttonuse,
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on_place = on_button_place,
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node_placement_prediction = "",
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on_rightclick = function(pos, node)
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mesecon.push_button(pos, node)
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end,
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sounds = sounds,
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mesecons = {receptor = {
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state = mesecon.state.off,
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rules = button_get_output_rules,
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}},
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_mcl_button_basename = basename,
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_mcl_button_timer = button_timer,
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_mcl_blast_resistance = 0.5,
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_mcl_hardness = 0.5,
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})
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minetest.register_node(":mesecons_button:button_"..basename.."_on", {
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drawtype = "nodebox",
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tiles = {texture},
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wield_image = "mesecons_button_wield_mask.png^"..texture.."^mesecons_button_wield_mask.png^[makealpha:255,126,126",
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wield_scale = { x=1, y=1, z=0.5},
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paramtype = "light",
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paramtype2 = "wallmounted",
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is_ground_content = false,
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walkable = false,
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sunlight_propagates = true,
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node_box = boxes_on,
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groups = groups_on,
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drop = "mesecons_button:button_"..basename.."_off",
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_doc_items_create_entry = false,
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node_placement_prediction = "",
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sounds = sounds,
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mesecons = {receptor = {
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state = mesecon.state.on,
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rules = button_get_output_rules
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}},
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_mcl_button_basename = basename,
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_mcl_button_timer = button_timer,
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on_timer = function(pos, elapsed)
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local node = minetest.get_node(pos)
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if node.name=="mesecons_button:button_"..basename.."_on" then --has not been dug
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-- Is button pushable by arrow?
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if push_by_arrow then
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-- If there's an arrow stuck in the button, keep it pressed and check
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-- it again later.
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local objs = minetest.get_objects_inside_radius(pos, 1)
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for o=1, #objs do
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local entity = objs[o]:get_luaentity()
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if entity and entity.name == "mcl_bows:arrow_entity" then
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local timer = minetest.get_node_timer(pos)
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timer:start(button_timer)
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return
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end
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end
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end
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-- Normal operation: Un-press the button
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minetest.set_node(pos, {name="mesecons_button:button_"..basename.."_off",param2=node.param2})
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minetest.sound_play(button_sound, {pos=pos, pitch=0.9}, true)
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mesecon.receptor_off(pos, button_get_output_rules(node))
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end
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end,
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_mcl_blast_resistance = 0.5,
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_mcl_hardness = 0.5,
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})
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minetest.register_craft({
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output = "mesecons_button:button_"..basename.."_off",
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recipe = {{ recipeitem }},
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})
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if minetest.get_modpath("mesecons_mvps") then
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mesecon.register_mvps_unsticky("mesecons_button:button_"..basename.."_off")
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mesecon.register_mvps_unsticky("mesecons_button:button_"..basename.."_on")
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end
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end
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mesecon.register_button(
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"stone",
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S("Stone Button"),
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"default_stone.png",
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"mcl_core:stone",
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mcl_sounds.node_sound_stone_defaults(),
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{material_stone=1,handy=1,pickaxey=1},
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1,
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false,
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S("A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."),
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"mesecons_button_push")
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mesecon.register_button(
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"polished_blackstone",
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S("Polished Blackstone Button"),
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"mcl_blackstone_polished.png",
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"mcl_blackstone:blackstone_polished",
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mcl_sounds.node_sound_stone_defaults(),
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{material_stone=1,handy=1,pickaxey=1},
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1,
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false,
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S("A polished blackstone button is a redstone component made out of polished blackstone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second."),
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"mesecons_button_push")
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local woods = {
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{ "wood", "mcl_core:wood", "default_wood.png", S("Oak Button") },
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{ "acaciawood", "mcl_core:acaciawood", "default_acacia_wood.png", S("Acacia Button") },
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{ "birchwood", "mcl_core:birchwood", "mcl_core_planks_birch.png", S("Birch Button") },
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{ "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", S("Dark Oak Button") },
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{ "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", S("Spruce Button") },
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{ "junglewood", "mcl_core:junglewood", "default_junglewood.png", S("Jungle Button") },
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{ "mangrove_wood", "mcl_mangrove:mangrove_wood", "mcl_mangrove_planks.png", S("Mangrove Button") },
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{ "crimson_hyphae_wood", "mcl_crimson:crimson_hyphae_wood", "mcl_crimson_crimson_hyphae_wood.png", S("Crimson Button") },
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{ "warped_hyphae_wood", "mcl_crimson:warped_hyphae_wood", "mcl_crimson_warped_hyphae_wood.png", S("Warped Button") },
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}
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for w=1, #woods do
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mesecon.register_button(
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woods[w][1],
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woods[w][4],
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woods[w][3],
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woods[w][2],
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mcl_sounds.node_sound_wood_defaults(),
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{material_wood=1,handy=1,axey=1},
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1.5,
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true,
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nil,
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"mesecons_button_push_wood")
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minetest.register_craft({
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type = "fuel",
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recipe = "mesecons_button:button_"..woods[w][1].."_off",
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burntime = 5,
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})
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end
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-- Add entry aliases for the Help
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if minetest.get_modpath("doc") then
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doc.add_entry_alias("nodes", "mesecons_button:button_wood_off", "nodes", "mesecons_button:button_wood_on")
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doc.add_entry_alias("nodes", "mesecons_button:button_stone_off", "nodes", "mesecons_button:button_stone_on")
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end
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