mirror of
https://github.com/Sokomine/locks.git
synced 2024-08-19 20:54:14 +02:00
223 lines
7.7 KiB
Lua
223 lines
7.7 KiB
Lua
-- xDoors² mod by xyz
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-- modified by Sokomine to allow locked doors that can only be opened/closed/dig up by the player who placed them
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-- a little bit modified by addi to allow someone with the priv "opendoors" to open/close/dig all locked doors.
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-- Sokomine: modified again so that it uses the new locks-mod
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-- 25.02.16 Added new Locks config Buttons.
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local door_bottom = {-0.5, -0.5, -0.5, 0.5, 0.5, -0.4}
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local door_top = {
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{-0.5, -0.5, -0.5, -0.3, 0.5, -0.4},
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{0.3, -0.5, -0.5, 0.5, 0.5, -0.4},
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{-0.3, 0.3, -0.5, 0.3, 0.5, -0.4},
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{-0.3, -0.5, -0.5, 0.3, -0.4, -0.4},
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{-0.05, -0.4, -0.5, 0.05, 0.3, -0.4},
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{-0.3, -0.1, -0.5, -0.05, 0, -0.4},
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{0.05, -0.1, -0.5, 0.3, 0, -0.4}
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}
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local is_top = function(name)
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return name:sub(12, 12) == "t"
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end
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local xdoors2_transform = function(pos, node, puncher)
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if( not( locks:lock_allow_use( pos, puncher ))) then
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minetest.chat_send_player( puncher:get_player_name(), "This door is locked. It can only be opened by its owner or people with a key that fits.");
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return;
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end
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if is_top(node.name) then
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pos = {x = pos.x, y = pos.y - 1, z = pos.z}
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end
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local t = 3 - node.name:sub(-1)
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local p2 = 0
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if t == 2 then
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p2 = (node.param2 + 1) % 4
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minetest.sound_play("doors_door_open", { pos = pos, gain = 0.3, max_hear_distance = 10})
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else
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p2 = (node.param2 + 3) % 4
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minetest.sound_play("doors_door_close", { pos = pos, gain = 0.3, max_hear_distance = 10})
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end
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local olddata = locks:get_lockdata( pos );
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minetest.add_node(pos, {name = "locks:door_bottom_"..t, param2 = p2})
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minetest.add_node({x = pos.x, y = pos.y + 1, z = pos.z}, {name = "locks:door_top_"..t, param2 = p2})
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-- remember who owns the door, what passwords are set etc.
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locks:set_lockdata( pos, olddata );
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locks:set_lockdata( {x = pos.x, y = pos.y + 1, z = pos.z}, olddata );
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end
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local xdoors2_destruct = function(pos, oldnode)
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if is_top(oldnode.name) then
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pos = {x = pos.x, y = pos.y - 1, z = pos.z}
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end
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minetest.remove_node(pos)
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minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
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end
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for i = 1, 2 do
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minetest.register_node("locks:door_top_"..i, {
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tiles = {"xdoors2_side.png", "xdoors2_side.png", "xdoors2_top.png", "xdoors2_bottom.png", "xdoors2_top_"..(3 - i)..".png", "xdoors2_top_"..i..".png"},
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paramtype = "light",
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paramtype2 = "facedir",
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drawtype = "nodebox",
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drop = "locks:door",
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groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
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node_box = {
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type = "fixed",
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fixed = door_top
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},
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selection_box = {
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type = "fixed",
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fixed = door_bottom
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},
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on_punch = xdoors2_transform,
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after_dig_node = xdoors2_destruct,
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on_construct = function(pos)
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locks:lock_init( pos,
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"size[8,2]"..
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locks.uniform_background..
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"button_exit[6.3,1.2;1.7,1;locks_sent_input;Proceed]" );
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end,
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on_receive_fields = function(pos, formname, fields, sender)
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locks:lock_handle_input( pos, formname, fields, sender );
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end,
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can_dig = function(pos,player)
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return locks:lock_allow_dig( pos, player );
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end
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})
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minetest.register_node("locks:door_bottom_"..i, {
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tiles = {"xdoors2_side.png", "xdoors2_side.png", "xdoors2_top.png", "xdoors2_bottom.png", "locks_xdoors2_bottom_"..(3 - i)..".png", "locks_xdoors2_bottom_"..i..".png"},
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paramtype = "light",
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paramtype2 = "facedir",
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drawtype = "nodebox",
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drop = "locks:door",
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groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
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node_box = {
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type = "fixed",
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fixed = door_bottom
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},
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selection_box = {
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type = "fixed",
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fixed = door_bottom
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},
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on_punch = xdoors2_transform,
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after_dig_node = xdoors2_destruct,
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on_construct = function(pos)
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locks:lock_init( pos,
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"size[8,2]"..
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locks.uniform_background..
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"button_exit[6.3,1.2;1.7,1;locks_sent_input;Proceed]" );
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end,
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on_receive_fields = function(pos, formname, fields, sender)
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locks:lock_handle_input( pos, formname, fields, sender );
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end,
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can_dig = function(pos,player)
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return locks:lock_allow_dig( pos, player );
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end
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})
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end
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local delta = {
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{x = -1, z = 0},
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{x = 0, z = 1},
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{x = 1, z = 0},
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{x = 0, z = -1}
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}
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minetest.register_node("locks:door", {
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description = "Shared locked Wooden Door",
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node_placement_prediction = "",
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inventory_image = 'locks_xdoors2_door.png',
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wield_image = 'xdoors2_door.png',
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stack_max = 1,
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sunlight_propogates = true,
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on_place = function(itemstack, placer, pointed_thing)
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local above = pointed_thing.above
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local above1 = {x = above.x, y = above.y + 1, z = above.z};
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if (minetest.is_protected(above, placer:get_player_name())
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or minetest.is_protected(above1, placer:get_player_name())) then
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minetest.chat_send_player(placer:get_player_name(), "This area is protected!")
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return itemstack
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else
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-- there should be 2 empty nodes
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if minetest.get_node(above1).name ~= "air" then
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return itemstack
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end
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local fdir = 0
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local placer_pos = placer:getpos()
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if placer_pos then
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dir = {
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x = above.x - placer_pos.x,
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y = above.y - placer_pos.y,
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z = above.z - placer_pos.z
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}
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fdir = minetest.dir_to_facedir(dir)
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end
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local t = 1
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local another_door = minetest.get_node({x = above.x + delta[fdir + 1].x, y = above.y, z = above.z + delta[fdir + 1].z})
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if (another_door.name:sub(-1) == "1" and another_door.param2 == fdir)
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or (another_door.name:sub(-1) == "2" and another_door.param2 == (fdir + 1) % 4) then
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t = 2
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end
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minetest.add_node(above, {name = "locks:door_bottom_"..t, param2 = fdir})
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minetest.add_node({x = above.x, y = above.y + 1, z = above.z}, {name = "locks:door_top_"..t, param2 = fdir})
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-- store who owns the door; the other data can be default for now
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locks:lock_set_owner( above, placer:get_player_name() or "", "Shared locked door");
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locks:lock_set_owner( {x = above.x, y = above.y + 1, z = above.z}, placer:get_player_name() or "", "Shared locked door");
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return ItemStack("")
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end
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end
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})
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-- if xdoors2 is installed
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if( minetest.get_modpath("xdoors2") ~= nil ) then
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minetest.register_craft({
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output = 'locks:door',
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recipe = {
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{ 'xdoors2:door', 'locks:lock', '' },
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},
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});
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-- if the normal doors are installed
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else if( minetest.get_modpath("doors") ~= nil ) then
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minetest.register_craft({
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output = 'locks:door',
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recipe = {
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{ 'doors:door_wood', 'locks:lock', '' },
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},
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})
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-- fallback if no doors can be found
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else
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minetest.register_craft({
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output = 'locks:door',
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recipe = {
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{ 'default:wood', 'default:wood', '' },
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{ 'default:wood', 'default:wood', 'locks:lock' },
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{ 'default:wood', 'default:wood', '' },
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},
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});
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end
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end -- of previous else
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print( "[Mod] locks: loading locks:door");
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