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Change naming convention to be modname:* instead of modname_* (sorry modders!)
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parent
1c785c32ef
commit
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4 changed files with 39 additions and 28 deletions
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@ -21,17 +21,21 @@
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--
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-- Naming convention for registered textual names
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-- ----------------------------------------------
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-- "modname_<whatever>"
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-- "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
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--
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-- This is to prevent conflicting names from corrupting maps and is
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-- enforced by the mod loader.
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--
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-- Example: mod "experimental", ideal item/node/entity name "tnt":
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-- -> the name should be "experimental_tnt".
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-- -> the name should be "experimental:tnt".
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--
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-- Enforcement can be overridden by prefixing the name with ":". This can
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-- be used for overriding the registrations of some other mod.
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--
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-- Example: Any mod can redefine experimental:tnt by using the name
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-- ":experimental:tnt" when registering it.
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-- (also that mods is required to have "experimental" as a dependency)
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--
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-- Default mod uses ":" for maintaining backwards compatibility.
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--
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-- Textures
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@ -1426,7 +1430,7 @@ function nodeupdate_single(p)
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n_bottom = minetest.env:get_node(p_bottom)
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if n_bottom.name == "air" then
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minetest.env:remove_node(p)
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minetest.env:add_luaentity(p, "default_falling_"..n.name)
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minetest.env:add_luaentity(p, "default:falling_"..n.name)
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nodeupdate(p)
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end
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end
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@ -1448,7 +1452,7 @@ end
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--
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function register_falling_node(nodename, texture)
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minetest.register_entity("default_falling_"..nodename, {
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minetest.register_entity("default:falling_"..nodename, {
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-- Static definition
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physical = true,
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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