"explode" all modpacks into their individual components
(you can't have a modpack buried inside a modpack)
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52
homedecor/shutters.lua
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52
homedecor/shutters.lua
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-- Various kinds of window shutters
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local S = homedecor.gettext
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local shutters = {
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{"oak", "Unpainted oak", "#bf8a51:200" },
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{"mahogany", "Mahogany", "#822606:200" },
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{"red", "Red", "#d00000:150" },
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{"yellow", "Yellow", "#ffff00:150" },
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{"forest_green", "Forest green", "#006000:150" },
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{"light_blue", "Light blue", "#1963c7:150" },
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{"violet", "Violet", "#6000ff:150" },
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{"black", "Black", "#000000:200" },
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{"dark_grey", "Dark grey", "#202020:200" },
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{"grey", "Grey", "#c0c0c0:150" },
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{"white", "White", "#ffffff:150" },
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}
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local shutter_cbox = {
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type = "wallmounted",
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wall_top = { -0.5, 0.4375, -0.5, 0.5, 0.5, 0.5 },
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wall_bottom = { -0.5, -0.5, -0.5, 0.5, -0.4375, 0.5 },
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wall_side = { -0.5, -0.5, -0.5, -0.4375, 0.5, 0.5 }
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}
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for i in ipairs(shutters) do
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local name = shutters[i][1]
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local desc = shutters[i][2]
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local hue = shutters[i][3]
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local tile = "homedecor_window_shutter.png^[colorize:"..hue
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local inv = "homedecor_window_shutter_inv.png^[colorize:"..hue
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homedecor.register("shutter_"..name, {
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mesh = "homedecor_window_shutter.obj",
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tiles = { tile },
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description = S("Wooden Shutter ("..desc..")"),
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inventory_image = inv,
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wield_image = inv,
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paramtype2 = "wallmounted",
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groups = { snappy = 3 },
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sounds = default.node_sound_wood_defaults(),
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selection_box = shutter_cbox,
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node_box = shutter_cbox,
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-- collision_box doesn't accept type="wallmounted", but node_box
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-- does. Said nodeboxes create a custom collision box but are
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-- invisible themselves because drawtype="mesh".
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})
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end
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minetest.register_alias("homedecor:shutter_purple", "homedecor:shutter_violet")
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