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VoxelArea: add_{x,y,z,p} must be static
Fix some documentations issues Use getNodeNoCheck(v3s16, ...) in some cases instead of getNodeNoCheck(x, y, z, ...)
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@@ -540,7 +540,7 @@ int MapgenValleys::generateTerrain()
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}
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}
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vm->m_area.add_y(em, index_data, 1);
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VoxelArea::add_y(em, index_data, 1);
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index_3d += ystride;
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}
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@@ -668,7 +668,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
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// This 'roof' is removed when the mapchunk above is generated.
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for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
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index_3d -= ystride,
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vm->m_area.add_y(em, index_data, -1)) {
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VoxelArea::add_y(em, index_data, -1)) {
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float terrain = noise_terrain_height->result[index_2d];
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@@ -705,7 +705,7 @@ void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
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// at the tunnel floor
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s16 sr = ps.range(0, 39);
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u32 j = index_data;
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vm->m_area.add_y(em, j, 1);
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VoxelArea::add_y(em, j, 1);
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if (sr > terrain - y) {
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// Put biome nodes in tunnels near the surface
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