Mapgen v6: Various mudflow code improvements and bugfixes (#8805)
Calculate 'i' inside 'y' loop to avoid 'i' and 'y' becoming out of step due to the uses of 'continue'. Simplify calculation of 'p2d' when coordinates are inverted. Remove some unnecessary and unreliable 'index out of voxelmanip' checks. Move calculation of '&em' out of loops. For 'Loop further down until not air' code, use y coordinate to detect being out of voxelmanip, instead of checking index which did not detect that. Add and improve comments. Indent the 'for (;; y--) {' loop. Improve format and fix codestyle issues.master
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@ -538,7 +538,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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updateHeightmap(node_min, node_max);
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updateHeightmap(node_min, node_max);
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const s16 max_spread_amount = MAP_BLOCKSIZE;
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const s16 max_spread_amount = MAP_BLOCKSIZE;
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// Limit dirt flow area by 1 because mud is flown into neighbors.
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// Limit dirt flow area by 1 because mud is flowed into neighbors
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s16 mudflow_minpos = -max_spread_amount + 1;
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s16 mudflow_minpos = -max_spread_amount + 1;
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s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
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s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
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@ -773,6 +773,14 @@ void MapgenV6::addMud()
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void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
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void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
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{
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{
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const v3s16 &em = vm->m_area.getExtent();
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static const v3s16 dirs4[4] = {
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v3s16(0, 0, 1), // Back
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v3s16(1, 0, 0), // Right
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v3s16(0, 0, -1), // Front
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v3s16(-1, 0, 0), // Left
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};
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// Iterate twice
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// Iterate twice
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for (s16 k = 0; k < 2; k++) {
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for (s16 k = 0; k < 2; k++) {
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for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
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for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
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@ -781,23 +789,19 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
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v2s16 p2d;
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v2s16 p2d;
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// Invert coordinates on second iteration to process columns in
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// Invert coordinates on second iteration to process columns in
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// opposite order, to avoid a directional bias.
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// opposite order, to avoid a directional bias.
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if (k == 1) {
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if (k == 1)
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p2d = v2s16(node_min.X, node_min.Z) + v2s16(
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p2d = v2s16(node_max.X, node_max.Z) - v2s16(x, z);
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mudflow_maxpos - (x - mudflow_minpos),
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else
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mudflow_maxpos - (z - mudflow_minpos));
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} else {
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p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
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p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
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}
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const v3s16 &em = vm->m_area.getExtent();
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u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
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s16 y = node_max.Y;
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s16 y = node_max.Y;
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while (y >= node_min.Y) {
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while (y >= node_min.Y) {
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for (;; y--) {
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for (;; y--) {
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MapNode *n = NULL;
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u32 i = vm->m_area.index(p2d.X, y, p2d.Y);
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// Find mud
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MapNode *n = nullptr;
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// Find next mud node in mapchunk column
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for (; y >= node_min.Y; y--) {
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for (; y >= node_min.Y; y--) {
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n = &vm->m_data[i];
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n = &vm->m_data[i];
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if (n->getContent() == c_dirt ||
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if (n->getContent() == c_dirt ||
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@ -807,90 +811,71 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
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VoxelArea::add_y(em, i, -1);
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VoxelArea::add_y(em, i, -1);
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}
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}
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// Stop if out of area
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//if(vmanip.m_area.contains(i) == false)
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if (y < node_min.Y)
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if (y < node_min.Y)
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// No mud found in mapchunk column, process the next column
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break;
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break;
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if (n->getContent() == c_dirt ||
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if (n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) {
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n->getContent() == c_dirt_with_grass) {
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// Convert dirt_with_grass to dirt
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// Make it exactly mud
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n->setContent(c_dirt);
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n->setContent(c_dirt);
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// Don't flow mud if the stuff under it is not mud,
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// Don't flow it if the stuff under it is not mud
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// to leave at least 1 node of mud.
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{
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u32 i2 = i;
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u32 i2 = i;
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VoxelArea::add_y(em, i2, -1);
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VoxelArea::add_y(em, i2, -1);
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// Cancel if out of area
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if (!vm->m_area.contains(i2))
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continue;
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MapNode *n2 = &vm->m_data[i2];
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MapNode *n2 = &vm->m_data[i2];
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if (n2->getContent() != c_dirt &&
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if (n2->getContent() != c_dirt &&
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n2->getContent() != c_dirt_with_grass)
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n2->getContent() != c_dirt_with_grass)
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// Find next mud node in column
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continue;
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continue;
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}
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}
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}
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static const v3s16 dirs4[4] = {
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// Check if node above is walkable. If so, cancel
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v3s16(0, 0, 1), // back
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// flowing as if node above keeps it in place.
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v3s16(1, 0, 0), // right
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v3s16(0, 0, -1), // front
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v3s16(-1, 0, 0), // left
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};
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// Check that upper is walkable. Cancel
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// dropping if upper keeps it in place.
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u32 i3 = i;
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u32 i3 = i;
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VoxelArea::add_y(em, i3, 1);
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VoxelArea::add_y(em, i3, 1);
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MapNode *n3 = NULL;
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MapNode *n3 = &vm->m_data[i3];
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if (vm->m_area.contains(i3)) {
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n3 = &vm->m_data[i3];
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if (ndef->get(*n3).walkable)
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if (ndef->get(*n3).walkable)
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// Find next mud node in column
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continue;
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continue;
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}
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// Drop mud on side
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// Drop mud on one side
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for (const v3s16 &dirp : dirs4) {
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for (const v3s16 &dirp : dirs4) {
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u32 i2 = i;
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u32 i2 = i;
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// Move to side
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// Move to side
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VoxelArea::add_p(em, i2, dirp);
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VoxelArea::add_p(em, i2, dirp);
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// Fail if out of area
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if (!vm->m_area.contains(i2))
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continue;
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// Check that side is air
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// Check that side is air
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MapNode *n2 = &vm->m_data[i2];
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MapNode *n2 = &vm->m_data[i2];
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if (ndef->get(*n2).walkable)
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if (ndef->get(*n2).walkable)
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continue;
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continue;
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// Check that under side is air
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// Check that under side is air
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VoxelArea::add_y(em, i2, -1);
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VoxelArea::add_y(em, i2, -1);
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if (!vm->m_area.contains(i2))
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continue;
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n2 = &vm->m_data[i2];
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n2 = &vm->m_data[i2];
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if (ndef->get(*n2).walkable)
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if (ndef->get(*n2).walkable)
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continue;
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continue;
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// Loop further down until not air
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// Loop further down until not air
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s16 y2 = y - 1; // y of i2
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bool dropped_to_unknown = false;
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bool dropped_to_unknown = false;
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do {
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do {
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y2--;
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VoxelArea::add_y(em, i2, -1);
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VoxelArea::add_y(em, i2, -1);
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n2 = &vm->m_data[i2];
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n2 = &vm->m_data[i2];
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// if out of known area
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// If out of area or in ungenerated world
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if (!vm->m_area.contains(i2) ||
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if (y2 < full_node_min.Y || n2->getContent() == CONTENT_IGNORE) {
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n2->getContent() == CONTENT_IGNORE) {
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dropped_to_unknown = true;
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dropped_to_unknown = true;
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break;
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break;
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}
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}
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} while (!ndef->get(*n2).walkable);
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} while (!ndef->get(*n2).walkable);
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// Loop one up so that we're in air
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if (!dropped_to_unknown) {
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// Move up one so that we're in air
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VoxelArea::add_y(em, i2, 1);
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VoxelArea::add_y(em, i2, 1);
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// Move mud to new place, and if outside mapchunk remove
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// Move mud to new place. Outside mapchunk remove
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// any decorations above removed or placed mud.
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// any decorations above removed or placed mud.
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if (!dropped_to_unknown)
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moveMud(i, i2, i3, p2d, em);
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moveMud(i, i2, i3, p2d, em);
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}
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// Done
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// Done, find next mud node in column
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break;
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break;
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}
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}
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}
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}
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