@@ -646,55 +646,55 @@ Minetest namespace reference
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### Global callback registration functions
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Call these functions only at load time!
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- * `minetest.register_globalstep(func (dtime))`
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+ * `minetest.register_globalstep(function (dtime))`
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* Called every client environment step, usually interval of 0.1s
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- * `minetest.register_on_mods_loaded(func ())`
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+ * `minetest.register_on_mods_loaded(function ())`
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* Called just after mods have finished loading.
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- * `minetest.register_on_shutdown(func ())`
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+ * `minetest.register_on_shutdown(function ())`
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* Called before client shutdown
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* **Warning**: If the client terminates abnormally (i.e. crashes), the registered
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callbacks **will likely not be run**. Data should be saved at
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semi-frequent intervals as well as on server shutdown.
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- * `minetest.register_on_receiving_chat_message(func (message))`
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+ * `minetest.register_on_receiving_chat_message(function (message))`
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* Called always when a client receive a message
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* Return `true` to mark the message as handled, which means that it will not be shown to chat
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- * `minetest.register_on_sending_chat_message(func (message))`
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+ * `minetest.register_on_sending_chat_message(function (message))`
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* Called always when a client send a message from chat
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* Return `true` to mark the message as handled, which means that it will not be sent to server
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* `minetest.register_chatcommand(cmd, chatcommand definition)`
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* Adds definition to minetest.registered_chatcommands
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* `minetest.unregister_chatcommand(name)`
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* Unregisters a chatcommands registered with register_chatcommand.
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- * `minetest.register_on_death(func ())`
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+ * `minetest.register_on_death(function ())`
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* Called when the local player dies
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- * `minetest.register_on_hp_modification(func (hp))`
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+ * `minetest.register_on_hp_modification(function (hp))`
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* Called when server modified player's HP
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- * `minetest.register_on_damage_taken(func (hp))`
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+ * `minetest.register_on_damage_taken(function (hp))`
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* Called when the local player take damages
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- * `minetest.register_on_formspec_input(func (formname, fields))`
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+ * `minetest.register_on_formspec_input(function (formname, fields))`
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* Called when a button is pressed in the local player's inventory form
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* Newest functions are called first
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* If function returns `true`, remaining functions are not called
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- * `minetest.register_on_dignode(func (pos, node))`
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+ * `minetest.register_on_dignode(function (pos, node))`
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* Called when the local player digs a node
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* Newest functions are called first
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* If any function returns true, the node isn't dug
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- * `minetest.register_on_punchnode(func (pos, node))`
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+ * `minetest.register_on_punchnode(function (pos, node))`
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* Called when the local player punches a node
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* Newest functions are called first
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* If any function returns true, the punch is ignored
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* `minetest.register_on_placenode(function(pointed_thing, node))`
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* Called when a node has been placed
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- * `minetest.register_on_item_use(func (item, pointed_thing))`
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+ * `minetest.register_on_item_use(function (item, pointed_thing))`
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* Called when the local player uses an item.
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* Newest functions are called first.
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* If any function returns true, the item use is not sent to server.
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- * `minetest.register_on_modchannel_message(func (channel_name, sender, message))`
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+ * `minetest.register_on_modchannel_message(function (channel_name, sender, message))`
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* Called when an incoming mod channel message is received
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* You must have joined some channels before, and server must acknowledge the
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join request.
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* If message comes from a server mod, `sender` field is an empty string.
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- * `minetest.register_on_modchannel_signal(func (channel_name, signal))`
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+ * `minetest.register_on_modchannel_signal(function (channel_name, signal))`
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* Called when a valid incoming mod channel signal is received
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* Signal id permit to react to server mod channel events
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* Possible values are:
@@ -704,7 +704,7 @@ Call these functions only at load time!
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3: leave_failed
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4: event_on_not_joined_channel
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5: state_changed
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- * `minetest.register_on_inventory_open(func (inventory))`
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+ * `minetest.register_on_inventory_open(function (inventory))`
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* Called when the local player open inventory
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* Newest functions are called first
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* If any function returns true, inventory doesn't open
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