Merge pull request 'develop' (#6) from develop into master
Reviewed-on: #6
This commit is contained in:
commit
dece22ef30
12 changed files with 191 additions and 11 deletions
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@ -13,7 +13,7 @@ local S = armor.get_translator
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-- integration test
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-- integration test
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if minetest.settings:get_bool("enable_3d_armor_integration_test") then
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if minetest.settings:get_bool("enable_3d_armor_integration_test") then
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dofile(modpath.."/integration_test.lua")
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dofile(modpath.."/integration_test.lua")
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end
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end
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@ -66,7 +66,7 @@ end
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if minetest.get_modpath("technic") then
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if minetest.get_modpath("technic") then
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armor.formspec = armor.formspec..
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armor.formspec = armor.formspec..
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"label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]"
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"label[5,2.5;"..F(S("Radiation"))..": armor_group_radiation]"
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armor:register_armor_group("radiation")
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armor:register_armor_group("radiation")
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end
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end
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local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
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local skin_mods = {"skins", "u_skins", "simple_skins", "wardrobe"}
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@ -95,9 +95,9 @@ dofile(modpath.."/armor.lua")
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armor.formspec = armor.formspec..
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armor.formspec = armor.formspec..
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"label[5,1;"..F(S("Level"))..": armor_level]"..
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"label[5,1;"..F(S("Level"))..": armor_level]"..
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"label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]"
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"label[5,1.5;"..F(S("Heal"))..": armor_attr_heal]"
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if armor.config.fire_protect then
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if armor.config.fire_protect then
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armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
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armor.formspec = armor.formspec.."label[5,2;"..F(S("Fire"))..": armor_attr_fire]"
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end
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end
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armor:register_on_damage(function(player, index, stack)
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armor:register_on_damage(function(player, index, stack)
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local name = player:get_player_name()
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local name = player:get_player_name()
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@ -193,6 +193,9 @@ local function init_player_armor(initplayer)
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armor:set_player_armor(player)
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armor:set_player_armor(player)
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end,
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end,
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allow_put = function(inv, listname, index, put_stack, player)
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allow_put = function(inv, listname, index, put_stack, player)
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if player:get_player_name() ~= name then
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return 0
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end
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local element = armor:get_element(put_stack:get_name())
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local element = armor:get_element(put_stack:get_name())
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if not element then
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if not element then
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return 0
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return 0
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@ -208,9 +211,15 @@ local function init_player_armor(initplayer)
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return 1
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return 1
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end,
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end,
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allow_take = function(inv, listname, index, stack, player)
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allow_take = function(inv, listname, index, stack, player)
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if player:get_player_name() ~= name then
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return 0
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end
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return stack:get_count()
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return stack:get_count()
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end,
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end,
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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if player:get_player_name() ~= name then
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return 0
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end
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return count
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return count
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end,
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end,
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}, name)
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}, name)
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@ -292,7 +301,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
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if not name then
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if not name then
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return
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return
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end
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end
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local player_name = player:get_player_name()
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local player_name = player:get_player_name()
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for field, _ in pairs(fields) do
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for field, _ in pairs(fields) do
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if string.find(field, "skins_set") then
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if string.find(field, "skins_set") then
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armor:update_skin(player_name)
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armor:update_skin(player_name)
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@ -302,10 +311,10 @@ end)
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minetest.register_on_joinplayer(function(player)
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minetest.register_on_joinplayer(function(player)
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default.player_set_model(player, "3d_armor_character.b3d")
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default.player_set_model(player, "3d_armor_character.b3d")
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local player_name = player:get_player_name()
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local player_name = player:get_player_name()
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minetest.after(0, function()
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minetest.after(0, function()
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local pplayer = minetest.get_player_by_name(player_name)
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local pplayer = minetest.get_player_by_name(player_name)
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if pplayer and init_player_armor(pplayer) == false then
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if pplayer and init_player_armor(pplayer) == false then
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pending_players[pplayer] = 0
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pending_players[pplayer] = 0
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end
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end
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@ -365,7 +365,11 @@ local function generate_cloud_house(minp, maxp, seed)
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local y0 = pr:next(minp.y, maxp.y)
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local y0 = pr:next(minp.y, maxp.y)
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local z0 = pr:next(minp.z, maxp.z)
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local z0 = pr:next(minp.z, maxp.z)
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local p0 = {x = x0, y = y0, z = z0}
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local p0 = {x = x0, y = y0, z = z0}
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place_schem_metadata(p0, "cloud_house.we")
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if not minetest.get_modpath("moreblocks") then
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place_schem_metadata(p0, "cloud_house_1.we")
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else
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place_schem_metadata(p0, "cloud_house_2.we")
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end
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end
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end
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end
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end
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end
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end
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2
mods/cloud_items/schems/cloud_house_2.we
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2
mods/cloud_items/schems/cloud_house_2.we
Normal file
File diff suppressed because one or more lines are too long
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@ -164,7 +164,12 @@ if name then
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-- set player physics
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-- set player physics
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if not monoids and not pova_mod then
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if not monoids and not pova_mod then
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player:set_physics_override(def.speed, def.jump, def.gravity)
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--player:set_physics_override(def.speed, def.jump, def.gravity)
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player:set_physics_override({
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speed = def.speed,
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jump = def.jump,
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gravity = def.gravity
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})
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end
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end
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--[[
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--[[
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print ("Speed: " .. def.speed
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print ("Speed: " .. def.speed
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@ -161,7 +161,7 @@ minetest.register_entity("signs_lib:text", {
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visual = "mesh",
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visual = "mesh",
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mesh = "signs_lib_standard_sign_entity_wall.obj",
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mesh = "signs_lib_standard_sign_entity_wall.obj",
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textures = {},
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textures = {},
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static_save = false,
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static_save = true,
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backface_culling = false
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backface_culling = false
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})
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})
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3
mods/skinsdb/meta/character_1913.txt
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3
mods/skinsdb/meta/character_1913.txt
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@ -0,0 +1,3 @@
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-ITz_Dark-
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-ITz_Dark_
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CC BY-SA 3.0
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3
mods/skinsdb/meta/character_1914.txt
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3
mods/skinsdb/meta/character_1914.txt
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@ -0,0 +1,3 @@
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Voxel Man
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Onyx
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CC BY-SA 3.0
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BIN
mods/skinsdb/textures/character_1913.png
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BIN
mods/skinsdb/textures/character_1913.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 8.1 KiB |
BIN
mods/skinsdb/textures/character_1914.png
Normal file
BIN
mods/skinsdb/textures/character_1914.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 542 B |
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@ -108,7 +108,7 @@ local function arrow_punch(object, hitter, caps)
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if time_from_last_punch >= (caps.full_punch_interval or 1) then
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if time_from_last_punch >= (caps.full_punch_interval or 1) then
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last_punch_times[hitter_name][player_name] = os.time()
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last_punch_times[hitter_name][player_name] = os.time()
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end
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end
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object:punch(hitter, time_from_last_punch, caps)
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object:punch(hitter, time_from_last_punch, caps, nil)
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end
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end
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if get_setting("arrow") then
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if get_setting("arrow") then
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154
mods/xdecor/locale/xdecor.de.tr
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154
mods/xdecor/locale/xdecor.de.tr
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@ -0,0 +1,154 @@
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# textdomain: xdecor
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### chess.lua ###
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Black Bishop=schwarzer Läufer
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Black King=schwarter König
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Black Knight=schwarzes Pferd
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Black Pawn=schwarzer Bauer
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Black Queen=schwarze Dame
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Black Rook=schwarzer Turm
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Chess=Schach
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Chess Board=Schachbrett
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Dumb AI=dumme KI
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Multiplayer=Mehrspieler
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New game=neues Spiel
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Select a mode:=Wähle einen Modus:
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Singleplayer=Einzelspieler
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Someone else plays black pieces!=Jemand anderes spielt Schwarz!
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Someone else plays white pieces!=Jemand anderes spielt Weiß!
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White Bishop=weißer Läufer
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White King=weißer König
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White Knight=weißes Pferd
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White Pawn=weißer Bauer
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White Queen=weiße Dame
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White Rook=weißer Turm
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You can't dig the chessboard, a game has been started791234567. Reset it first if you're a current player, or dig it again in @1=Das Schachbrett ist während eines Schachspieles nicht abbaubar. Setze das Spiel zurück, falls du ein Mitspieler bist oder versuche es in @1 erneut.
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791234567
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You can't reset the chessboard, a game has been started. If you aren't a current player, try again in @1=Das Schachbrett kann nicht zurückgesetzt werdenm da ein Spiel im Gang ist. Versuche es in @1 erneut, falls du kein Mitspieler bist.
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check=Schach
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### cooking.lua ###
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Bowl=Schüssel
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Bowl of soup=Suppenschüssel
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Cauldron=Kessel
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Cauldron (active) - Drop foods inside to make a soup=Kessel (aktiv) - Nahrungsmittel einwerfen, um Suppe zu machen.
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Cauldron (active) - Use a bowl to eat the soup=Kessel (aktiv) - Benutze eine Schüssel, um die Suppe zu essen
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Cauldron (empty)=Kessel (leer)
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Cauldron (idle)=Kessel (untätig)
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No room in your inventory to add a bowl of soup.=Zu wenig Platz im Inventar für eine Schüssel voll Suppe.
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No room in your inventory to add a bucket of water.=Zu wenig Platz im Inventar für einen Eimer Wasser.
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### enchanting.lua ###
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Axe=axt
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Bronze=Bronze
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Diamond=Diamant
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Durability=Haltbarkeit
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Efficiency=Effizienz
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Enchanted @1 @2 @3=verzauberte(s) @1@2 @3
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Enchantment Table=Zaubertisch
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Mese=Mese
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Pickaxe=Spitzhacke
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Sharpness=Schärfe
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Shovel=Schaufel
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Steel=Eisen
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Sword=Schwert
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Your tool digs faster=Dein Werkzeug arbeitet schneller
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Your tool last longer=Dein Werkzeug hält länger
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Your weapon inflicts more damages=Deine Waffe erzeugt mehr Schaden
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### hive.lua ###
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Artificial Hive=künstlicher Bienenstock
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Bees are busy making honey…=Bienen sind beschäftigt, Honig herzustellen.
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Honey=Honig
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### itemframe.lua ###
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@1 (owned by @2)=@1 (gehört @2)
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Item Frame=Objektrahmen
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### mailbox.lua ###
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@1's Mailbox=Briefkasten von @1
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Last donators=letzte Spender
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Mailbox=Briefkasten
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Send your goods to@n@1=Sende deine Waren an@n@1
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The mailbox is full.=Der Briefkasten ist voll.
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### mechanisms.lua ###
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Lever=Schalthebel
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Stone Pressure Plate=steinerne Druckplatte
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Wooden Pressure Plate=hölzerne Druckplatte
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### nodes.lua ###
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Bamboo Frame=Bambusgerüst
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Baricade=Barrikade
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Barrel=Fass
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Cactus Brick=Kaktusstein
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Candle=Kerze
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Chainlink=Kettenvorhang
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Chair=einfacher Stuhl
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Coal Stone Tile=Kohle-Stein-Block
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Cobweb=Spinnenwebe
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Cushion=Sitzkissen
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Cushion Block=Sitzkissenblock
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Desert Stone Tile=Wüstensteinblock
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Empty Shelf=leeres Regal
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Ender Chest=Endertruhe
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Garden Stone Path=Steingartenweg
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Half Wooden Cabinet=halber Holzschrank
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Hardened Clay=gehärteter Ton
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Iron Light Box=eiseneingefasster Lichtblock
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Ivy=Efeu
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Japanese Door=japanische Tür
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Lantern=Laterne
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Moon Brick=Naturziegelwand
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Multi Shelf=Mehrzweckregal
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Packed Ice=Packeis
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Painting=Gemälde
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Potted Geranium=Geranien im Topf
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Potted Rose=Rosen im Topf
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Potted Tulip=Tulpen im Topf
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Potted Viola=Veilchen im Topf
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Potted White Dandelion=weiße Löwenzahn im Topf
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Potted Yellow Dandelion=gelbe Löwenzahn im Topf
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Prison Door=Verliestür
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Red Curtain=roter Vorhang
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Runestone=Runensteinblock
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Rusty Iron Bars=rostige Eisenstäbe
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Rusty Prison Door=rostige Verliestür
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Screen Door=französische Glastür
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Slide Door=Schiebetür
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Stone Tile=steinerner Block
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Table=einfacher Tisch
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Tatami=Tatamimatte
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Television=Fernseher
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Trampoline=Trampolin
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Wood Frame=hölzerner Zierrahmen
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Wood Framed Glass=holzeingefasstes Glas
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Wooden Cabinet=Holzschrank
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Wooden Light Box=holzeingefasster Lichtblock
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Wooden Tile=hölzerner Dekorblock
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Woodglass Door=Tür mit Lichtausschnitt
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### rope.lua ###
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Rope=Seil
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### workbench.lua ###
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Back=Zurück
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Crafting=Fertigung
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Cut=Zuschnitt
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Hammer=Hämmerchen
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Repair=Reparatur
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Storage=Aufbewahrung
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Work Bench=Werkbank
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