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Remove unneeded ObjectRef setter return values (#12179)
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@ -7023,7 +7023,6 @@ object you are working with still exists.
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* `light_definition` is a table with the following optional fields:
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* `shadows` is a table that controls ambient shadows
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* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
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* Returns true on success.
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* `get_lighting()`: returns the current state of lighting for the player.
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* Result is a table with the same fields as `light_definition` in `set_lighting`.
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@ -420,8 +420,7 @@ int ObjectRef::l_set_local_animation(lua_State *L)
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float frame_speed = readParam<float>(L, 6, 30.0f);
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getServer(L)->setLocalPlayerAnimations(player, frames, frame_speed);
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lua_pushboolean(L, true);
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return 1;
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return 0;
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}
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// get_local_animation(self)
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@ -464,8 +463,7 @@ int ObjectRef::l_set_eye_offset(lua_State *L)
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offset_third.Y = rangelim(offset_third.Y,-10,15); //1.5*BS
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getServer(L)->setPlayerEyeOffset(player, offset_first, offset_third);
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lua_pushboolean(L, true);
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return 1;
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return 0;
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}
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// get_eye_offset(self)
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@ -737,8 +735,7 @@ int ObjectRef::l_set_nametag_attributes(lua_State *L)
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prop->validate();
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sao->notifyObjectPropertiesModified();
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lua_pushboolean(L, true);
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return 1;
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return 0;
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}
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// get_nametag_attributes(self)
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@ -1116,7 +1113,7 @@ int ObjectRef::l_set_look_vertical(lua_State *L)
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float pitch = readParam<float>(L, 2) * core::RADTODEG;
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playersao->setLookPitchAndSend(pitch);
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return 1;
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return 0;
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}
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// set_look_horizontal(self, radians)
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@ -1131,7 +1128,7 @@ int ObjectRef::l_set_look_horizontal(lua_State *L)
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float yaw = readParam<float>(L, 2) * core::RADTODEG;
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playersao->setPlayerYawAndSend(yaw);
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return 1;
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return 0;
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}
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// DEPRECATED
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@ -1151,7 +1148,7 @@ int ObjectRef::l_set_look_pitch(lua_State *L)
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float pitch = readParam<float>(L, 2) * core::RADTODEG;
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playersao->setLookPitchAndSend(pitch);
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return 1;
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return 0;
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}
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// DEPRECATED
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@ -1171,7 +1168,7 @@ int ObjectRef::l_set_look_yaw(lua_State *L)
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float yaw = readParam<float>(L, 2) * core::RADTODEG;
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playersao->setPlayerYawAndSend(yaw);
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return 1;
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return 0;
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}
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// set_fov(self, degrees, is_multiplier, transition_time)
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@ -1310,8 +1307,7 @@ int ObjectRef::l_set_inventory_formspec(lua_State *L)
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player->inventory_formspec = formspec;
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getServer(L)->reportInventoryFormspecModified(player->getName());
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lua_pushboolean(L, true);
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return 1;
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return 0;
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}
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// get_inventory_formspec(self) -> formspec
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@ -1342,8 +1338,7 @@ int ObjectRef::l_set_formspec_prepend(lua_State *L)
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player->formspec_prepend = formspec;
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getServer(L)->reportFormspecPrependModified(player->getName());
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lua_pushboolean(L, true);
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return 1;
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return 0;
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}
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// get_formspec_prepend(self)
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@ -1603,8 +1598,7 @@ int ObjectRef::l_hud_set_flags(lua_State *L)
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if (!getServer(L)->hudSetFlags(player, flags, mask))
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return 0;
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lua_pushboolean(L, true);
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return 1;
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return 0;
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}
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// hud_get_flags(self)
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@ -1861,8 +1855,7 @@ int ObjectRef::l_set_sky(lua_State *L)
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}
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getServer(L)->setSky(player, sky_params);
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lua_pushboolean(L, true);
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return 1;
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return 0;
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}
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static void push_sky_color(lua_State *L, const SkyboxParams ¶ms)
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@ -1984,8 +1977,7 @@ int ObjectRef::l_set_sun(lua_State *L)
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}
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getServer(L)->setSun(player, sun_params);
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lua_pushboolean(L, true);
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return 1;
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return 0;
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}
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//get_sun(self)
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@ -2038,8 +2030,7 @@ int ObjectRef::l_set_moon(lua_State *L)
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}
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getServer(L)->setMoon(player, moon_params);
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lua_pushboolean(L, true);
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return 1;
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return 0;
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}
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// get_moon(self)
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@ -2094,8 +2085,7 @@ int ObjectRef::l_set_stars(lua_State *L)
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}
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getServer(L)->setStars(player, star_params);
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lua_pushboolean(L, true);
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return 1;
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return 0;
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}
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// get_stars(self)
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@ -2162,8 +2152,7 @@ int ObjectRef::l_set_clouds(lua_State *L)
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}
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getServer(L)->setClouds(player, cloud_params);
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lua_pushboolean(L, true);
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return 1;
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return 0;
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}
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int ObjectRef::l_get_clouds(lua_State *L)
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@ -2217,8 +2206,7 @@ int ObjectRef::l_override_day_night_ratio(lua_State *L)
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}
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getServer(L)->overrideDayNightRatio(player, do_override, ratio);
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lua_pushboolean(L, true);
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return 1;
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return 0;
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}
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// get_day_night_ratio(self)
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@ -2313,8 +2301,7 @@ int ObjectRef::l_set_lighting(lua_State *L)
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lua_pop(L, -1);
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getServer(L)->setLighting(player, lighting);
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lua_pushboolean(L, true);
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return 1;
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return 0;
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}
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// get_lighting(self)
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