| | |
| | | return false |
| | | end |
| | | |
| | | local function table_empty(table) |
| | | for _, __ in pairs(table) do |
| | | local function table_empty(what) |
| | | for _ in pairs(what) do |
| | | return false |
| | | end |
| | | return true |
| | | end |
| | | |
| | | local function add_table(table, toadd) |
| | | local function add_table(what, toadd) |
| | | local i = 1 |
| | | while true do |
| | | local o = table[i] |
| | | local o = what[i] |
| | | if o == toadd then return end |
| | | if o == nil then break end |
| | | i = i + 1 |
| | | end |
| | | table[i] = toadd |
| | | what[i] = toadd |
| | | end |
| | | |
| | | local function move_nodes_vect(poslist, vect, must_not_move, owner) |
| | |
| | | local pos = vector.round(self.object:getpos()) |
| | | frames_pos[pos_to_string(pos)] = node.name |
| | | |
| | | local stack = ItemStack(node.name) |
| | | local itemtable = stack:to_table() |
| | | local itemname = nil |
| | | |
| | | if itemtable then |
| | | itemname = stack:to_table().name |
| | | end |
| | | |
| | | local item_texture = nil |
| | | local item_type = "" |
| | | if minetest.registered_items[itemname] then |
| | | item_texture = minetest.registered_items[itemname].inventory_image |
| | | item_type = minetest.registered_items[itemname].type |
| | | end |
| | | local prop = { |
| | | is_visible = true, |
| | | textures = { node.name }, |