Implement crappy vehicle system that needs to be rewritten from scratch
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mods/ENTITIES/pyutest_vehicles/api.lua
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204
mods/ENTITIES/pyutest_vehicles/api.lua
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-- Based on: https://github.com/minetest/minetest_game/blob/master/mods/boats/init.lua
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local function get_velocity(v, yaw, y)
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local x = -math.sin(yaw) * v
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local z = math.cos(yaw) * v
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return {x = x * 8, y = y * 8, z = z * 8}
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end
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local function get_v(v)
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return math.sqrt(v.x ^ 2 + v.z ^ 2)
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end
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local class = {
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driver = nil,
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v = 0,
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last_v = 0,
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removed = false,
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auto = false,
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}
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function class:on_rightclick(clicker)
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if not clicker or not clicker:is_player() then
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return
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end
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local name = clicker:get_player_name()
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if self.driver and name == self.driver then
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clicker:set_detach()
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local pos = clicker:get_pos()
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pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
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core.after(0.1, function()
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clicker:set_pos(pos)
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end)
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elseif not self.driver then
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clicker:set_attach(self.object, "",
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{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
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self.driver = name
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clicker:set_look_horizontal(self.object:get_yaw())
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end
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end
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function class:on_detach_child(child)
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if child and child:get_player_name() == self.driver then
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self.driver = nil
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self.auto = false
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end
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end
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function class:on_activate(staticdata, dtime_s)
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self.object:set_armor_groups({immortal = 1})
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if staticdata then
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self.v = tonumber(staticdata)
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end
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self.last_v = self.v
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end
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function class:get_staticdata()
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return tostring(self.v)
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end
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function class:on_punch(puncher)
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if not puncher or not puncher:is_player() or self.removed then
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return
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end
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local name = puncher:get_player_name()
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if self.driver and name == self.driver then
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self.driver = nil
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puncher:set_detach()
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end
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if not self.driver then
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self.removed = true
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local inv = puncher:get_inventory()
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if not core.is_creative_enabled(name)
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or not inv:contains_item("main", self.name) then
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local leftover = inv:add_item("main", self.name)
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if not leftover:is_empty() then
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core.add_item(self.object:get_pos(), leftover)
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end
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end
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core.after(0.1, function()
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self.object:remove()
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end)
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end
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end
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function class:on_step(dtime)
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self.v = get_v(self.object:get_velocity()) * math.sign(self.v)
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if self.driver then
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local driver_objref = core.get_player_by_name(self.driver)
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if driver_objref then
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local ctrl = driver_objref:get_player_control()
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if ctrl.up and ctrl.down then
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if not self.auto then
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self.auto = true
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core.chat_send_player(self.driver, Translate("Auto mode on"))
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end
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elseif ctrl.down then
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self.v = self.v - dtime * 2.0
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if self.auto then
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self.auto = false
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core.chat_send_player(self.driver, Translate("Auto mode off"))
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end
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elseif ctrl.up or self.auto then
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self.v = self.v + dtime * 2.0
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end
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if ctrl.left then
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if self.v < -0.001 then
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self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
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else
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self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
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end
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elseif ctrl.right then
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if self.v < -0.001 then
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self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
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else
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self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
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end
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end
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end
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end
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local velo = self.object:get_velocity()
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if not self.driver and
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self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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self.object:set_pos(self.object:get_pos())
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return
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end
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-- We need to preserve velocity sign to properly apply drag force
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-- while moving backward
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local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v)
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-- If drag is larger than velocity, then stop horizontal movement
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if math.abs(self.v) <= math.abs(drag) then
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self.v = 0
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else
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self.v = self.v - drag
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end
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local p = self.object:get_pos()
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p.y = p.y - 0.5
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local new_velo
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local new_acce = {x = 0, y = 0, z = 0}
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p.y = p.y + 1
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local y = self.object:get_velocity().y
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if y >= 5 then
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y = 5
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end
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new_velo = get_velocity(self.v, self.object:get_yaw(), y)
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self.object:set_pos(self.object:get_pos())
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self.object:set_velocity(new_velo)
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self.object:set_acceleration(new_acce)
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end
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PyuTest.create_vehicle = function(name, desc, properties, image, craft)
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local options = setmetatable(properties, { __index = class})
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options.name = name
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core.register_entity(name, properties)
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PyuTest.make_item(name, desc, {
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vehicle = 1
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}, image, {
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liquids_pointable = true,
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on_place = function (itemstack, placer, pointed_thing)
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local under = pointed_thing.under
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local node = core.get_node(under)
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local udef = core.registered_nodes[node.name]
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if udef and udef.on_rightclick and
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not (placer and placer:is_player() and
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placer:get_player_control().sneak) then
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return udef.on_rightclick(under, node, placer, itemstack,
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pointed_thing) or itemstack
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end
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if pointed_thing.type ~= "node" then
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return itemstack
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end
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pointed_thing.under.y = pointed_thing.under.y + 0.5
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local vehicle = core.add_entity(pointed_thing.under, name)
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if vehicle then
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if placer then
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vehicle:set_yaw(placer:get_look_horizontal())
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end
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local player_name = placer and placer:get_player_name() or ""
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if not core.is_creative_enabled(player_name) then
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itemstack:take_item()
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end
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end
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return itemstack
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end
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})
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if craft then
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core.register_craft({
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output = name,
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recipe = craft
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})
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end
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end
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13
mods/ENTITIES/pyutest_vehicles/init.lua
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13
mods/ENTITIES/pyutest_vehicles/init.lua
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local modpath = core.get_modpath(core.get_current_modname())
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dofile(modpath .. "/api.lua")
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PyuTest.create_vehicle("pyutest_vehicles:test", "Test Vehicle", {
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initial_properties = {
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physical = false,
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collisionbox = PyuTest.NODEBOX_DEFAULT.fixed,
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visual = "cube",
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textures = {"pyutest-wood.png", "pyutest-wood.png", "pyutest-wood.png",
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"pyutest-wood.png", "pyutest-wood.png", "pyutest-wood.png"}
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}
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}, "pyutest-wood.png")
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1
mods/ENTITIES/pyutest_vehicles/mod.conf
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1
mods/ENTITIES/pyutest_vehicles/mod.conf
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depends = pyutest_blocks,pyutest_tools
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