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Fix unused (and so, broken) enable_rollback_recording. This option must be reloaded at server loop but loaded when server starts, for data consistency (not a hot load variable)
ok @ShadowNinja
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@@ -1857,11 +1857,11 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks)
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// Find out whether there is a suspect for this action
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std::string suspect;
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if(m_gamedef->rollback()){
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if(m_gamedef->rollback()) {
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suspect = m_gamedef->rollback()->getSuspect(p0, 83, 1);
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}
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if(!suspect.empty()){
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if(m_gamedef->rollback() && !suspect.empty()){
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// Blame suspect
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RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
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// Get old node for rollback
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