Beds: update based on MTG, no formspec, don't kick players
parent
18ac16434d
commit
99e2a0a6c7
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@ -17,6 +17,8 @@ local function destruct_bed(pos, n)
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reverse = not reverse
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minetest.remove_node(other)
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minetest.check_for_falling(other)
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beds.remove_spawns_at(pos)
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beds.remove_spawns_at(other)
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else
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reverse = not reverse
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end
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@ -94,8 +96,7 @@ function beds.register_bed(name, def)
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minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
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minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
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if not (creative and creative.is_enabled_for
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and creative.is_enabled_for(player_name)) then
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if not minetest.is_creative_enabled(player_name) then
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itemstack:take_item()
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end
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return itemstack
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@ -155,7 +156,8 @@ function beds.register_bed(name, def)
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paramtype2 = "facedir",
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is_ground_content = false,
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pointable = false,
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
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not_in_creative_inventory = 1},
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sounds = def.sounds or default.node_sound_wood_defaults(),
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drop = name .. "_bottom",
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node_box = {
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@ -1,13 +1,11 @@
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local pi = math.pi
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local player_in_bed = 0
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local is_sp = minetest.is_singleplayer()
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local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
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local player_physics = {}
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if enable_respawn == nil then
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enable_respawn = true
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end
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-- support for game translation.
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-- support for MT game translation.
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local S = beds.get_translator
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-- Helper functions
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@ -62,49 +60,75 @@ local function lay_down(player, pos, bed_pos, state, skip)
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-- stand up
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if state ~= nil and not state then
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local p = beds.pos[name] or nil
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if beds.player[name] ~= nil then
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beds.player[name] = nil
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beds.bed_position[name] = nil
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player_in_bed = player_in_bed - 1
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if not beds.player[name] then
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-- player not in bed, do nothing
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return false
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end
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beds.bed_position[name] = nil
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-- skip here to prevent sending player specific changes (used for leaving players)
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if skip then
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return
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end
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if p then
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player:set_pos(p)
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end
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player:set_pos(beds.pos[name])
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-- physics, eye_offset, etc
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local physics_override = beds.player[name].physics_override
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beds.player[name] = nil
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player:set_physics_override({
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speed = physics_override.speed,
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jump = physics_override.jump,
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gravity = physics_override.gravity
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})
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player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
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default.player_attached[name] = false
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if player_physics[name] then
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player:set_physics_override(player_physics[name])
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player_physics[name] = nil
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else
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player:set_physics_override(1, 1, 1)
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end
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player:set_look_horizontal(math.random(1, 180) / 100)
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player_api.player_attached[name] = false
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hud_flags.wielditem = true
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player_api.set_animation(player, "stand" , 30)
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-- lay down
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else
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beds.player[name] = 1
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-- Check if bed is occupied
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for _, other_pos in pairs(beds.bed_position) do
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if vector.distance(bed_pos, other_pos) < 0.1 then
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minetest.chat_send_player(name, S("This bed is already occupied!"))
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return false
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end
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end
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-- Check if player is moving
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if vector.length(player:get_velocity()) > 0.001 then
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minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
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return false
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end
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-- Check if player is attached to an object
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if player:get_attach() then
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return false
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end
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if beds.player[name] then
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-- player already in bed, do nothing
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return false
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end
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beds.pos[name] = pos
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beds.bed_position[name] = bed_pos
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player_in_bed = player_in_bed + 1
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beds.player[name] = {physics_override = player:get_physics_override()}
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-- physics, eye_offset, etc
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player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
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local yaw, param2 = get_look_yaw(bed_pos)
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player:set_look_horizontal(yaw)
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local dir = minetest.facedir_to_dir(param2)
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local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
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player_physics[name] = player:get_physics_override()
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player:set_physics_override(0, 0, 0)
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-- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed),
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-- to avoid sinking down through the bed.
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local p = {
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x = bed_pos.x + dir.x / 2,
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y = bed_pos.y + 0.07,
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z = bed_pos.z + dir.z / 2
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}
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player:set_physics_override({speed = 0, jump = 0, gravity = 0})
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player:set_pos(p)
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default.player_attached[name] = true
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player_api.player_attached[name] = true
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hud_flags.wielditem = false
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player_api.set_animation(player, "lay" , 0)
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end
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@ -112,6 +136,13 @@ local function lay_down(player, pos, bed_pos, state, skip)
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player:hud_set_flags(hud_flags)
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end
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local function get_player_in_bed_count()
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local c = 0
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for _, _ in pairs(beds.player) do
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c = c + 1
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end
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return c
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end
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-- Public functions
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@ -140,15 +171,12 @@ function beds.on_rightclick(pos, player)
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end
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-- skip the night and let all players stand up
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if tod > 0.8 or tod < 0.2 then
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if check_in_beds() then
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minetest.after(2, function()
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if is_night_skip_enabled() then
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beds.skip_night()
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beds.kick_players()
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end
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end)
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end
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if (tod < 0.2 or tod > 0.805) and check_in_beds() then
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minetest.after(2, function()
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if is_night_skip_enabled() then
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beds.skip_night()
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end
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end)
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end
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end
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@ -184,8 +212,20 @@ minetest.register_on_leaveplayer(function(player)
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minetest.after(2, function()
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if is_night_skip_enabled() then
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beds.skip_night()
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beds.kick_players()
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end
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end)
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end
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end)
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minetest.register_on_dieplayer(function(player)
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local name = player:get_player_name()
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local in_bed = beds.player
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local pos = player:get_pos()
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local yaw = get_look_yaw(pos)
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if in_bed[name] then
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lay_down(player, nil, pos, false)
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player:set_look_horizontal(yaw)
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player:set_pos(pos)
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end
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end)
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@ -1,3 +1,5 @@
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-- beds/init.lua
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-- Load support for MT game translation.
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local S = minetest.get_translator("beds")
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@ -7,11 +9,6 @@ beds.bed_position = {}
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beds.pos = {}
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beds.spawn = {}
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beds.formspec = "size[8,11;true]" ..
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"no_prepend[]" ..
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"bgcolor[#080808BB;true]" ..
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"button_exit[2,10;4,0.75;leave;Leave Bed]"
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local modpath = minetest.get_modpath("beds")
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-- Load files
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@ -61,3 +61,12 @@ function beds.set_spawns()
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end
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beds.save_spawns()
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end
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function beds.remove_spawns_at(pos)
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for name, p in pairs(beds.spawn) do
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if vector.equals(vector.round(p), pos) then
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beds.spawn[name] = nil
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end
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end
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beds.save_spawns()
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end
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