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The new mapgen, noise functions, et al.
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@@ -86,10 +86,10 @@ SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
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required_a.pad(v3s16(0,1,0));
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// Make sure we have access to it
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v.emerge(a);
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s16 max_y = a.MaxEdge.Y;
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s16 min_y = a.MinEdge.Y;
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for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
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for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
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{
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@@ -125,11 +125,11 @@ SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
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if(incoming_light > old_light)
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n.setLight(LIGHTBANK_DAY, incoming_light, ndef);
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if(diminish_light(incoming_light) != 0)
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light_sources.insert(p, true);
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}
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// Check validity of sunlight at top of block below if it
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// hasn't already been proven invalid
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if(bottom_sunlight_valid)
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