Initial Commit
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commit
f74d1ba975
22
.gitattributes
vendored
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22
.gitattributes
vendored
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# Auto detect text files and perform LF normalization
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* text=auto
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# Custom for Visual Studio
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*.cs diff=csharp
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*.sln merge=union
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*.csproj merge=union
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*.vbproj merge=union
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*.fsproj merge=union
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*.dbproj merge=union
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# Standard to msysgit
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*.doc diff=astextplain
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*.DOC diff=astextplain
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*.docx diff=astextplain
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*.DOCX diff=astextplain
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*.dot diff=astextplain
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*.DOT diff=astextplain
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*.pdf diff=astextplain
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*.PDF diff=astextplain
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*.rtf diff=astextplain
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*.RTF diff=astextplain
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215
.gitignore
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215
.gitignore
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#################
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## Eclipse
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#################
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*.pydevproject
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.project
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.metadata
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bin/
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tmp/
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*.tmp
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*.bak
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*.swp
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*~.nib
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local.properties
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.classpath
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.settings/
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.loadpath
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# External tool builders
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.externalToolBuilders/
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# Locally stored "Eclipse launch configurations"
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*.launch
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# CDT-specific
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.cproject
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# PDT-specific
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.buildpath
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#################
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## Visual Studio
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#################
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## Ignore Visual Studio temporary files, build results, and
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## files generated by popular Visual Studio add-ons.
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# User-specific files
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*.suo
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*.user
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*.sln.docstates
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# Build results
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[Dd]ebug/
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[Rr]elease/
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x64/
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build/
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[Bb]in/
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[Oo]bj/
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# MSTest test Results
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[Tt]est[Rr]esult*/
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[Bb]uild[Ll]og.*
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*_i.c
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*_p.c
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*.ilk
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*.meta
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*.obj
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*.pch
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*.pdb
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*.pgc
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*.pgd
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*.rsp
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*.sbr
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*.tlb
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*.tli
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*.tlh
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*.tmp
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*.tmp_proj
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*.log
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*.vspscc
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*.vssscc
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.builds
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*.pidb
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*.log
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*.scc
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# Visual C++ cache files
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ipch/
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*.aps
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*.ncb
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*.opensdf
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*.sdf
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*.cachefile
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# Visual Studio profiler
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*.psess
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*.vsp
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*.vspx
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# Guidance Automation Toolkit
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*.gpState
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# ReSharper is a .NET coding add-in
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_ReSharper*/
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*.[Rr]e[Ss]harper
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# TeamCity is a build add-in
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_TeamCity*
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# DotCover is a Code Coverage Tool
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*.dotCover
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# NCrunch
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*.ncrunch*
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.*crunch*.local.xml
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# Installshield output folder
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[Ee]xpress/
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# DocProject is a documentation generator add-in
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DocProject/buildhelp/
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DocProject/Help/*.HxT
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DocProject/Help/*.HxC
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DocProject/Help/*.hhc
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DocProject/Help/*.hhk
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DocProject/Help/*.hhp
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DocProject/Help/Html2
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DocProject/Help/html
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# Click-Once directory
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publish/
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# Publish Web Output
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*.Publish.xml
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*.pubxml
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# NuGet Packages Directory
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## TODO: If you have NuGet Package Restore enabled, uncomment the next line
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#packages/
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# Windows Azure Build Output
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csx
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*.build.csdef
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# Windows Store app package directory
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AppPackages/
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# Others
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sql/
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*.Cache
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ClientBin/
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[Ss]tyle[Cc]op.*
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~$*
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*~
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*.dbmdl
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*.[Pp]ublish.xml
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*.pfx
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*.publishsettings
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# RIA/Silverlight projects
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Generated_Code/
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# Backup & report files from converting an old project file to a newer
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# Visual Studio version. Backup files are not needed, because we have git ;-)
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_UpgradeReport_Files/
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Backup*/
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UpgradeLog*.XML
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UpgradeLog*.htm
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# SQL Server files
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App_Data/*.mdf
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App_Data/*.ldf
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#############
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## Windows detritus
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#############
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# Windows image file caches
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Thumbs.db
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ehthumbs.db
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# Folder config file
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Desktop.ini
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# Recycle Bin used on file shares
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$RECYCLE.BIN/
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# Mac crap
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.DS_Store
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#############
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## Python
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#############
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*.py[co]
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# Packages
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*.egg
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*.egg-info
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dist/
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build/
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eggs/
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parts/
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var/
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sdist/
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develop-eggs/
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.installed.cfg
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# Installer logs
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pip-log.txt
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# Unit test / coverage reports
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.coverage
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.tox
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#Translations
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*.mo
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#Mr Developer
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.mr.developer.cfg
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109
init.lua
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109
init.lua
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local gui_ids = {}
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local count = 0
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local scores = {}
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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gui_ids[name] = nil
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end)
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minetest.register_globalstep(function(dtime)
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count = count + dtime
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if count > 0.5 then
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count = 0
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local players = minetest.get_connected_players()
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for _,player in pairs(players) do
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local name = player:get_player_name()
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local pos = player:getpos()
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local dist = math.sqrt(pos.x^2 + pos.z^2)
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local best = 0
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if scores[name] then
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best = scores[name]
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end
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if gui_ids[name] then
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player:hud_change(gui_ids[name].current, "text", "Current: "..(math.floor(dist*100)/100).."m")
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player:hud_change(gui_ids[name].best, "text", "Best: "..best.."m")
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else
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gui_ids[name] = {
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current = player:hud_add({
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hud_elem_type = "text",
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name = "jump_d",
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number = 0xFFFFFF,
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position = {x=0.99, y=0.05},
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text="Current: "..(math.floor(dist*100)/100).."m",
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scale = {x=200,y=25},
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alignment = {x=-1, y=0}
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}),
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best = player:hud_add({
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hud_elem_type = "text",
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name = "jump_b",
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number = 0xFFFFFF,
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position = {x=0.99, y=0.09},
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text="Best: "..best.."m",
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scale = {x=200,y=25},
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alignment = {x=-1, y=0}
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})
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}
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end
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if pos.y > -1 and (not scores[name] or scores[name] < (math.floor(dist*100)/100)) then
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scores[name] = (math.floor(dist*100)/100)
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end
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if pos.y < -10 then
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player:moveto({x = 0, y = 2, z = 0}, false)
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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_mapgen_init(function(mgparams)
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minetest.set_mapgen_params({mgname="singlenode"})
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end)
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minetest.register_on_generated(function(minp, maxp, seed)
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-- Set up voxel manip
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local t1 = os.clock()
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local a = VoxelArea:new{
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MinEdge={x=emin.x, y=emin.y, z=emin.z},
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MaxEdge={x=emax.x, y=emax.y, z=emax.z},
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}
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local data = vm:get_data()
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local c_stone = minetest.get_content_id("default:stone")
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local c_lava = minetest.get_content_id("default:lava_source")
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local dist = 3
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-- Loop through
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for z = minp.z, maxp.z do
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for x = minp.x, maxp.x do
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if x % dist == 0 and z % dist == 0 and minp.y <= 0 then
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for y = minp.y, maxp.y do
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if y <= 0 then
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local vi = a:index(x, y, z)
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data[vi] = c_stone
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end
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end
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elseif minp.y <= -20 then
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for y = minp.y, maxp.y do
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if y <= -30 then
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local vi = a:index(x, y, z)
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data[vi] = c_stone
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elseif y <= -20 then
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local vi = a:index(x, y, z)
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data[vi] = c_lava
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end
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end
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end
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end
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end
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vm:set_data(data)
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vm:write_to_map(data)
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end)
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minetest.register_on_respawnplayer(function(player)
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if player then
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player:moveto({x = 0, y = 2, z = 0}, false)
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return true
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end
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return false
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end)
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