Changed everyting to Unix line endings.
This commit is contained in:
@@ -1,97 +1,97 @@
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-- Location object
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cLocation = {}
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function cLocation:new( x, y, z )
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local object = { x = x, y = y, z = z }
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setmetatable(object, { __index = cLocation })
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return object
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end
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-- Offsets
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cFibers = { }
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function cFibers:new()
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local object = {
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cLocation:new( 2, -1, 2 ),
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cLocation:new( 2, -1, 1 ),
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cLocation:new( 2, -1, 0 ),
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cLocation:new( 2, -1, -1 ),
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cLocation:new( 2, -1, -2 ),
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cLocation:new( 1, -1, 2 ),
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cLocation:new( 1, -1, 1 ),
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cLocation:new( 1, -1, 0 ),
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cLocation:new( 1, -1, -1 ),
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cLocation:new( 1, -1, -2 ),
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cLocation:new( 0, -1, 2 ),
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cLocation:new( 0, -1, 1 ),
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cLocation:new( 0, -1, 0 ),
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cLocation:new( 0, -1, -1 ),
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cLocation:new( 0, -1, -2 ),
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cLocation:new( -1, -1, 2 ),
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cLocation:new( -1, -1, 1 ),
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cLocation:new( -1, -1, 0 ),
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cLocation:new( -1, -1, -1 ),
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cLocation:new( -1, -1, -2 ),
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cLocation:new( -2, -1, 2 ),
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cLocation:new( -2, -1, 1 ),
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cLocation:new( -2, -1, 0 ),
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cLocation:new( -2, -1, -1 ),
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cLocation:new( -2, -1, -2 ),
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imadeit = false,
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}
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setmetatable(object, { __index = cFibers })
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return object;
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end
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-- Carpet object
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cCarpet = {}
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function cCarpet:new()
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local object = { Location = cLocation:new(0,0,0),
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Fibers = cFibers:new(),
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}
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setmetatable(object, { __index = cCarpet })
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return object
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end
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function cCarpet:remove()
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local World = cRoot:Get():GetDefaultWorld()
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for i, fib in ipairs( self.Fibers ) do
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local x = self.Location.x + fib.x
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local y = self.Location.y + fib.y
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local z = self.Location.z + fib.z
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local BlockID = World:GetBlock( x, y, z )
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if( fib.imadeit == true and BlockID == E_BLOCK_GLASS ) then
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World:SetBlock( x, y, z, 0, 0 )
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fib.imadeit = false
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end
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end
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end
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function cCarpet:draw()
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local World = cRoot:Get():GetDefaultWorld()
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for i, fib in ipairs( self.Fibers ) do
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local x = self.Location.x + fib.x
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local y = self.Location.y + fib.y
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local z = self.Location.z + fib.z
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local BlockID = World:GetBlock( x, y, z )
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if( BlockID == 0 ) then
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fib.imadeit = true
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World:SetBlock( x, y, z, E_BLOCK_GLASS, 0 )
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else
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fib.imadeit = false
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end
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end
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end
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function cCarpet:moveTo( NewPos )
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local x = math.floor( NewPos.x )
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local y = math.floor( NewPos.y )
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local z = math.floor( NewPos.z )
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if( self.Location.x ~= x or self.Location.y ~= y or self.Location.z ~= z ) then
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self:remove()
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self.Location = cLocation:new( x, y, z )
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self:draw()
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end
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end
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function cCarpet:getY()
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return self.Location.y
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-- Location object
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cLocation = {}
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function cLocation:new( x, y, z )
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local object = { x = x, y = y, z = z }
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setmetatable(object, { __index = cLocation })
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return object
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end
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-- Offsets
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cFibers = { }
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function cFibers:new()
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local object = {
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cLocation:new( 2, -1, 2 ),
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cLocation:new( 2, -1, 1 ),
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cLocation:new( 2, -1, 0 ),
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cLocation:new( 2, -1, -1 ),
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cLocation:new( 2, -1, -2 ),
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cLocation:new( 1, -1, 2 ),
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cLocation:new( 1, -1, 1 ),
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cLocation:new( 1, -1, 0 ),
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cLocation:new( 1, -1, -1 ),
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cLocation:new( 1, -1, -2 ),
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cLocation:new( 0, -1, 2 ),
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cLocation:new( 0, -1, 1 ),
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cLocation:new( 0, -1, 0 ),
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cLocation:new( 0, -1, -1 ),
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cLocation:new( 0, -1, -2 ),
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cLocation:new( -1, -1, 2 ),
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cLocation:new( -1, -1, 1 ),
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cLocation:new( -1, -1, 0 ),
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cLocation:new( -1, -1, -1 ),
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cLocation:new( -1, -1, -2 ),
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cLocation:new( -2, -1, 2 ),
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cLocation:new( -2, -1, 1 ),
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cLocation:new( -2, -1, 0 ),
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cLocation:new( -2, -1, -1 ),
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cLocation:new( -2, -1, -2 ),
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imadeit = false,
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}
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setmetatable(object, { __index = cFibers })
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return object;
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end
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-- Carpet object
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cCarpet = {}
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function cCarpet:new()
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local object = { Location = cLocation:new(0,0,0),
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Fibers = cFibers:new(),
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}
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setmetatable(object, { __index = cCarpet })
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return object
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end
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function cCarpet:remove()
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local World = cRoot:Get():GetDefaultWorld()
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for i, fib in ipairs( self.Fibers ) do
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local x = self.Location.x + fib.x
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local y = self.Location.y + fib.y
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local z = self.Location.z + fib.z
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local BlockID = World:GetBlock( x, y, z )
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if( fib.imadeit == true and BlockID == E_BLOCK_GLASS ) then
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World:SetBlock( x, y, z, 0, 0 )
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fib.imadeit = false
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end
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end
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end
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function cCarpet:draw()
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local World = cRoot:Get():GetDefaultWorld()
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for i, fib in ipairs( self.Fibers ) do
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local x = self.Location.x + fib.x
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local y = self.Location.y + fib.y
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local z = self.Location.z + fib.z
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local BlockID = World:GetBlock( x, y, z )
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if( BlockID == 0 ) then
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fib.imadeit = true
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World:SetBlock( x, y, z, E_BLOCK_GLASS, 0 )
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else
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fib.imadeit = false
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end
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end
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end
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function cCarpet:moveTo( NewPos )
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local x = math.floor( NewPos.x )
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local y = math.floor( NewPos.y )
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local z = math.floor( NewPos.z )
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if( self.Location.x ~= x or self.Location.y ~= y or self.Location.z ~= z ) then
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self:remove()
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self.Location = cLocation:new( x, y, z )
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self:draw()
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end
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end
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function cCarpet:getY()
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return self.Location.y
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end
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