ta1 hammer and power_available bugs fixed
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@ -156,6 +156,7 @@ if minetest.global_exists("wielded_light") then
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damage_groups = {fleshy=4},
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},
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sound = {breaks = "default_tool_breaks"},
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light_source = 12,
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after_use = function(itemstack, user, node, digparams)
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minetest.after(0.01, handler, user:get_player_name(), node)
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itemstack:add_wear(digparams.wear)
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@ -144,7 +144,8 @@ function techage.power.power_available(pos, Cable)
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local nvm = techage.get_nvm(pos)
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local tlib_type = Cable.tube_type
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local netID = nvm[Cable.tube_type] and nvm[Cable.tube_type]["netID"]
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return networks.has_network(tlib_type, netID)
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local netw = networks.has_network(tlib_type, netID)
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return netw and netw.on and netw.alive and netw.alive > 0
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end
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-- this is more a try to start, the start will be performed by on_power()
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