Punch to open door
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@ -23,7 +23,7 @@ Door segments are completely standalone, it is the reponsibility
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of the map author to construct correct doors.
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of the map author to construct correct doors.
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]]
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]]
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local on_rightclick_exit = function(pos, node, clicker)
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local on_punch_exit = function(pos, node, clicker)
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local state = lzr_gamestate.get_state()
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local state = lzr_gamestate.get_state()
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if state ~= lzr_gamestate.LEVEL then
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if state ~= lzr_gamestate.LEVEL then
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return
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return
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@ -44,7 +44,7 @@ local on_rightclick_exit = function(pos, node, clicker)
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end
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end
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local on_rightclick_locked = function(pos, node, clicker)
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local on_punch_locked = function(pos, node, clicker)
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local state = lzr_gamestate.get_state()
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local state = lzr_gamestate.get_state()
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if state ~= lzr_gamestate.LEVEL and state ~= lzr_gamestate.LEVEL_COMPLETE and state ~= lzr_gamestate.LEVEL_TEST then
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if state ~= lzr_gamestate.LEVEL and state ~= lzr_gamestate.LEVEL_COMPLETE and state ~= lzr_gamestate.LEVEL_TEST then
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return
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return
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@ -77,7 +77,7 @@ lzr_doors.register_door = function(basename, modname, def)
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wield_image = "("..def.image_top .. ")^lzr_doors_overlay_exit.png",
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wield_image = "("..def.image_top .. ")^lzr_doors_overlay_exit.png",
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sounds = def.sounds or lzr_sounds.node_sound_wood_defaults(),
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sounds = def.sounds or lzr_sounds.node_sound_wood_defaults(),
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element_group = "laser_element_door_"..basename.."_exit_top",
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element_group = "laser_element_door_"..basename.."_exit_top",
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on_rightclick = on_rightclick_exit,
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on_punch = on_punch_exit,
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})
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})
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lzr_panes.register_pane(modname..":door_"..basename.."_exit_bottom", {
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lzr_panes.register_pane(modname..":door_"..basename.."_exit_bottom", {
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description = S("@1 (bottom segment, exit)", def.base_description),
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description = S("@1 (bottom segment, exit)", def.base_description),
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@ -87,7 +87,7 @@ lzr_doors.register_door = function(basename, modname, def)
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wield_image = "("..def.image_bottom.. ")^lzr_doors_overlay_exit.png",
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wield_image = "("..def.image_bottom.. ")^lzr_doors_overlay_exit.png",
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sounds = lzr_sounds.node_sound_wood_defaults(),
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sounds = lzr_sounds.node_sound_wood_defaults(),
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element_group = "laser_element_door_"..basename.."_exit_bottom",
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element_group = "laser_element_door_"..basename.."_exit_bottom",
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on_rightclick = on_rightclick_exit,
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on_punch = on_punch_exit,
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})
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})
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lzr_panes.register_pane(modname..":door_"..basename.."_locked_top", {
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lzr_panes.register_pane(modname..":door_"..basename.."_locked_top", {
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@ -98,7 +98,7 @@ lzr_doors.register_door = function(basename, modname, def)
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wield_image = "("..def.image_top .. ")^lzr_doors_overlay_locked.png",
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wield_image = "("..def.image_top .. ")^lzr_doors_overlay_locked.png",
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sounds = def.sounds or lzr_sounds.node_sound_wood_defaults(),
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sounds = def.sounds or lzr_sounds.node_sound_wood_defaults(),
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element_group = "laser_element_door_"..basename.."_locked_top",
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element_group = "laser_element_door_"..basename.."_locked_top",
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on_rightclick = on_rightclick_locked,
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on_punch = on_punch_locked,
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})
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})
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lzr_panes.register_pane(modname..":door_"..basename.."_locked_bottom", {
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lzr_panes.register_pane(modname..":door_"..basename.."_locked_bottom", {
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description = S("@1 (bottom segment, locked)", def.base_description),
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description = S("@1 (bottom segment, locked)", def.base_description),
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@ -108,7 +108,7 @@ lzr_doors.register_door = function(basename, modname, def)
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wield_image = "("..def.image_bottom.. ")^lzr_doors_overlay_locked.png",
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wield_image = "("..def.image_bottom.. ")^lzr_doors_overlay_locked.png",
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sounds = lzr_sounds.node_sound_wood_defaults(),
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sounds = lzr_sounds.node_sound_wood_defaults(),
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element_group = "laser_element_door_"..basename.."_locked_bottom",
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element_group = "laser_element_door_"..basename.."_locked_bottom",
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on_rightclick = on_rightclick_locked,
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on_punch = on_punch_locked,
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})
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})
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end
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end
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