Cleanfile (tabs/spaces etc).

This commit is contained in:
MysticTempest 2018-01-18 18:08:18 -06:00 committed by Auke Kok
parent e0334cc130
commit 86954249f4
2 changed files with 18 additions and 21 deletions

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@ -293,7 +293,7 @@ class MTBlock:
content[i], param2[i] = conversion_table[alt][d_face|d_open|(d_right<<3)] content[i], param2[i] = conversion_table[alt][d_face|d_open|(d_right<<3)]
if d_right == 1: if d_right == 1:
self.metadata[(i & 0xf, (i>>8) & 0xf, (i>>4) & 0xf)] = ({ "right": "1" }, {}) self.metadata[(i & 0xf, (i>>8) & 0xf, (i>>4) & 0xf)] = ({ "right": "1" }, {})
elif content[i]==0 and param2[i]==0 and not (blocks[i]==0): elif content[i]==0 and param2[i]==0 and not (blocks[i]==0):
logger.warning('Unknown Minecraft Block:' + str(mcblockidentifier[i])) # This is the minecraft ID#/data as listed in map_content.txt logger.warning('Unknown Minecraft Block:' + str(mcblockidentifier[i])) # This is the minecraft ID#/data as listed in map_content.txt

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@ -16,7 +16,7 @@
// ({tab})MCID({space}MCData1(,MCData2(...))){tab}MTnodename({space}param2){tab}<==Everything beyond this tab is ignored. // ({tab})MCID({space}MCData1(,MCData2(...))){tab}MTnodename({space}param2){tab}<==Everything beyond this tab is ignored.
//Tab characters at the beginning of the line are ignored. //Tab characters at the beginning of the line are ignored.
//It is critical that tabs and spaces not be mixed up or the line won't be recognised correctly, //It is critical that tabs and spaces not be mixed up or the line won't be recognised correctly,
//and the parsing may fail to progress beyond that point. //and the parsing may fail to progress beyond that point.
// MCID and MCData must be separated by a space/s. // MCID and MCData must be separated by a space/s.
@ -27,7 +27,7 @@
// MTnodename and param2 are separated by a space/s. // MTnodename and param2 are separated by a space/s.
//If MCData1 is omitted, the line will match MCIDs with MCData values from 0-15 (and any subsequent entries will be ignored) //If MCData1 is omitted, the line will match MCIDs with MCData values from 0-15 (and any subsequent entries will be ignored)
// Any data following '//' is parsed and not processed // Any data following '//' is parsed and not processed
// preprocessor commands #if {NAME}, #else and #endif are recognised and intervening lines will be parsed // preprocessor commands #if {NAME}, #else and #endif are recognised and intervening lines will be parsed
// out or retained dependant on flags in the content.read_content call // out or retained dependant on flags in the content.read_content call
// Extra reference documentation: // Extra reference documentation:
@ -37,26 +37,26 @@
//=============================================================================== //===============================================================================
// Minetest uses these values for Wall-Mounted nodes(eg. torches, vines, etc..). // Minetest uses these values for Wall-Mounted nodes(eg. torches, vines, etc..).
// Note that for Y values; it equates to which half of an air node it's in. // Note that for Y values; it equates to which half of an air node it's in.
// Example: // Example:
// Ladders attached to the bottom of blocks are in the upper half of an air node. Hence are, 0. // Ladders attached to the bottom of blocks are in the upper half of an air node. Hence are, 0.
// Ladders attached to the top of blocks are in the lower half of an air node. Hence are, 1. // Ladders attached to the top of blocks are in the lower half of an air node. Hence are, 1.
//param2 direction //param2 direction
//0 //U +Y //0 //U +Y
//1 //D -Y //1 //D -Y
//4 //N +Z //4 //N +Z
//2 //E +x //2 //E +x
//5 //S -Z //5 //S -Z
//3 //W -X //3 //W -X
//-------------------------------------------------------------------------------- //--------------------------------------------------------------------------------
// Minetest uses these values for nodebox face directions(eg. chests, Jack O'Lanterns, etc..). // Minetest uses these values for nodebox face directions(eg. chests, Jack O'Lanterns, etc..).
// Values range from 0-23, and involve multiple vectors/rotations. // Values range from 0-23, and involve multiple vectors/rotations.
// A node's param2 value direction is dependent on a player's face direction. // A node's param2 value direction is dependent on a player's face direction.
// (ie. A player faces North, but a Jack O'Lantern faces South towards the player with a param2 value of '0'.) // (ie. A player faces North, but a Jack O'Lantern faces South towards the player with a param2 value of '0'.)
//Default values for a node; vector pointing upwards: //Default values for a node; vector pointing upwards:
//param2 direction //param2 direction
//0 //N //0 //N
//1 //E //1 //E
//2 //S //2 //S
@ -646,7 +646,7 @@
98 0,1,2 default:stonebrick 98 0,1,2 default:stonebrick
98 3 xdecor:stone_rune 98 3 xdecor:stone_rune
101 xpanes:bar 101 xpanes:bar
102 xpanes:pane_15 // FIXME: rotation, shape 102 xpanes:pane_15 // FIXME: rotation, shape
103 crops:melon // rotates randomly 103 crops:melon // rotates randomly
@ -654,7 +654,7 @@
106 1 vines:side_middle 5 //Ignore errors about other 106 #'s. 106 1 vines:side_middle 5 //Ignore errors about other 106 #'s.
106 2 vines:side_middle 3 //The bits are toggleable; meaning you don't need both. 106 2 vines:side_middle 3 //The bits are toggleable; meaning you don't need both.
106 4 vines:side_middle 4 //These 4 will cover all bases(N,E,S,W). 106 4 vines:side_middle 4 //These 4 will cover all bases(N,E,S,W).
106 8 vines:side_middle 2 106 8 vines:side_middle 2
107 0 doors:gate_wood_closed 2 107 0 doors:gate_wood_closed 2
107 1 doors:gate_wood_closed 3 107 1 doors:gate_wood_closed 3
@ -1139,6 +1139,3 @@
966 13 doors:door_steel_a 1 966 13 doors:door_steel_a 1
966 14 doors:door_steel_a 2 966 14 doors:door_steel_a 2
966 15 doors:door_steel_a 3 966 15 doors:door_steel_a 3