Mechanisms: Fix empty table checking
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@ -88,7 +88,7 @@ end
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function cauldron.boiling_timer(pos)
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local node = minetest.get_node(pos)
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local objs = minetest.get_objects_inside_radius(pos, 0.5)
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if objs == {} then return true end
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if not next(objs) then return true end
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local ingredients = {}
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for _, obj in pairs(objs) do
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@ -32,14 +32,14 @@ end
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function plate.timer(pos)
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local objs = minetest.get_objects_inside_radius(pos, 0.8)
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if objs == {} or not doors.get then return true end
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if not next(objs) or not doors.get then return true end
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local minp = {x=pos.x-2, y=pos.y, z=pos.z-2}
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local maxp = {x=pos.x+2, y=pos.y, z=pos.z+2}
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local doors = minetest.find_nodes_in_area(minp, maxp, "group:door")
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for _, player in pairs(objs) do
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if player:is_player() then
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for i = 1, #doors do
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for i=1, #doors do
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door_toggle(pos, doors[i], player)
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end
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break
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@ -92,15 +92,13 @@ xdecor.register("lever_off", {
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sounds = default.node_sound_stone_defaults(),
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sunlight_propagates = true,
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on_rotate = screwdriver.rotate_simple,
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on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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if not doors.get then
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return itemstack
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end
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on_rightclick = function(pos, node, clicker, itemstack)
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if not doors.get then return itemstack end
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local minp = {x=pos.x-2, y=pos.y-1, z=pos.z-2}
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local maxp = {x=pos.x+2, y=pos.y+1, z=pos.z+2}
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local doors = minetest.find_nodes_in_area(minp, maxp, "group:door")
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for i = 1, #doors do
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for i=1, #doors do
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door_toggle(pos, doors[i], clicker)
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end
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return itemstack
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