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Sort items into correct categories
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parent
8d9aa07752
commit
7c0a57e9ee
4 changed files with 31 additions and 9 deletions
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@ -194,10 +194,31 @@ function creative.register_tab(name, title, items)
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})
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})
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end
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end
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-- Sort registered items
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registered_nodes = {}
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registered_tools = {}
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registered_craftitems = {}
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for registered in pairs(minetest.registered_items) do
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group = minetest.registered_items[registered].groups
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if group.node or minetest.registered_nodes[registered] then
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registered_nodes[registered] = minetest.registered_items[registered]
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end
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if group.tool or minetest.registered_tools[registered] then
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registered_tools[registered] = minetest.registered_items[registered]
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end
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if group.craftitem or minetest.registered_craftitems[registered] then
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registered_craftitems[registered] = minetest.registered_items[registered]
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end
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end
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creative.register_tab("all", S("All"), minetest.registered_items)
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creative.register_tab("all", S("All"), minetest.registered_items)
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creative.register_tab("nodes", S("Nodes"), minetest.registered_nodes)
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creative.register_tab("nodes", S("Nodes"), registered_nodes)
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creative.register_tab("tools", S("Tools"), minetest.registered_tools)
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creative.register_tab("tools", S("Tools"), registered_tools)
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creative.register_tab("craftitems", S("Items"), minetest.registered_craftitems)
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creative.register_tab("craftitems", S("Items"), registered_craftitems)
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local old_homepage_name = sfinv.get_homepage_name
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local old_homepage_name = sfinv.get_homepage_name
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function sfinv.get_homepage_name(player)
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function sfinv.get_homepage_name(player)
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@ -1,3 +1,4 @@
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name = creative
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name = creative
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description = Minetest Game mod: creative
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description = Minetest Game mod: creative
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depends = default, sfinv
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depends = default, sfinv
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optional_depends = beds
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@ -457,7 +457,7 @@ doors.register("door_wood", {
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tiles = {{ name = "doors_door_wood.png", backface_culling = true }},
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tiles = {{ name = "doors_door_wood.png", backface_culling = true }},
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description = S("Wooden Door"),
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description = S("Wooden Door"),
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inventory_image = "doors_item_wood.png",
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inventory_image = "doors_item_wood.png",
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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groups = {node = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
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recipe = {
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recipe = {
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{"group:wood", "group:wood"},
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{"group:wood", "group:wood"},
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{"group:wood", "group:wood"},
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{"group:wood", "group:wood"},
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@ -470,7 +470,7 @@ doors.register("door_steel", {
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description = S("Steel Door"),
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description = S("Steel Door"),
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inventory_image = "doors_item_steel.png",
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inventory_image = "doors_item_steel.png",
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protected = true,
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protected = true,
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groups = {cracky = 1, level = 2},
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groups = {node = 1, cracky = 1, level = 2},
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sounds = default.node_sound_metal_defaults(),
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sounds = default.node_sound_metal_defaults(),
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sound_open = "doors_steel_door_open",
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sound_open = "doors_steel_door_open",
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sound_close = "doors_steel_door_close",
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sound_close = "doors_steel_door_close",
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@ -485,7 +485,7 @@ doors.register("door_glass", {
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tiles = {"doors_door_glass.png"},
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tiles = {"doors_door_glass.png"},
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description = S("Glass Door"),
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description = S("Glass Door"),
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inventory_image = "doors_item_glass.png",
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inventory_image = "doors_item_glass.png",
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groups = {cracky=3, oddly_breakable_by_hand=3},
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groups = {node = 1, cracky=3, oddly_breakable_by_hand=3},
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sounds = default.node_sound_glass_defaults(),
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sounds = default.node_sound_glass_defaults(),
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sound_open = "doors_glass_door_open",
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sound_open = "doors_glass_door_open",
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sound_close = "doors_glass_door_close",
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sound_close = "doors_glass_door_close",
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@ -500,7 +500,7 @@ doors.register("door_obsidian_glass", {
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tiles = {"doors_door_obsidian_glass.png"},
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tiles = {"doors_door_obsidian_glass.png"},
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description = S("Obsidian Glass Door"),
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description = S("Obsidian Glass Door"),
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inventory_image = "doors_item_obsidian_glass.png",
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inventory_image = "doors_item_obsidian_glass.png",
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groups = {cracky=3},
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groups = {node = 1, cracky=3},
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sounds = default.node_sound_glass_defaults(),
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sounds = default.node_sound_glass_defaults(),
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sound_open = "doors_glass_door_open",
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sound_open = "doors_glass_door_open",
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sound_close = "doors_glass_door_close",
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sound_close = "doors_glass_door_close",
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@ -219,7 +219,7 @@ if minetest.get_modpath("doors") then
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description = S("Steel Bar Door"),
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description = S("Steel Bar Door"),
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inventory_image = "xpanes_item_steel_bar.png",
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inventory_image = "xpanes_item_steel_bar.png",
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protected = true,
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protected = true,
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groups = {cracky = 1, level = 2},
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groups = {node = 1, cracky = 1, level = 2},
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sounds = default.node_sound_metal_defaults(),
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sounds = default.node_sound_metal_defaults(),
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sound_open = "xpanes_steel_bar_door_open",
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sound_open = "xpanes_steel_bar_door_open",
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sound_close = "xpanes_steel_bar_door_close",
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sound_close = "xpanes_steel_bar_door_close",
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@ -237,7 +237,7 @@ if minetest.get_modpath("doors") then
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tile_front = "xpanes_trapdoor_steel_bar.png",
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tile_front = "xpanes_trapdoor_steel_bar.png",
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tile_side = "xpanes_trapdoor_steel_bar_side.png",
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tile_side = "xpanes_trapdoor_steel_bar_side.png",
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protected = true,
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protected = true,
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groups = {cracky = 1, level = 2, door = 1},
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groups = {node = 1, cracky = 1, level = 2, door = 1},
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sounds = default.node_sound_metal_defaults(),
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sounds = default.node_sound_metal_defaults(),
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sound_open = "xpanes_steel_bar_door_open",
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sound_open = "xpanes_steel_bar_door_open",
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sound_close = "xpanes_steel_bar_door_close",
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sound_close = "xpanes_steel_bar_door_close",
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