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Move implementations of some LuaVoxelManip functions to l_mapgen
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@@ -1806,6 +1806,51 @@ int ModApiMapgen::l_read_schematic(lua_State *L)
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return 1;
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}
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int ModApiMapgen::update_liquids(lua_State *L, MMVManip *vm)
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{
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GET_ENV_PTR;
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ServerMap *map = &(env->getServerMap());
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const NodeDefManager *ndef = getServer(L)->getNodeDefManager();
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Mapgen mg;
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mg.vm = vm;
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mg.ndef = ndef;
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mg.updateLiquid(&map->m_transforming_liquid,
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vm->m_area.MinEdge, vm->m_area.MaxEdge);
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return 0;
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}
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int ModApiMapgen::calc_lighting(lua_State *L, MMVManip *vm,
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v3s16 pmin, v3s16 pmax, bool propagate_shadow)
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{
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const NodeDefManager *ndef = getGameDef(L)->ndef();
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EmergeManager *emerge = getServer(L)->getEmergeManager();
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assert(vm->m_area.contains(VoxelArea(pmin, pmax)));
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Mapgen mg;
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mg.vm = vm;
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mg.ndef = ndef;
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mg.water_level = emerge->mgparams->water_level;
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mg.calcLighting(pmin, pmax, vm->m_area.MinEdge, vm->m_area.MaxEdge,
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propagate_shadow);
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return 0;
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}
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int ModApiMapgen::set_lighting(lua_State *L, MMVManip *vm,
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v3s16 pmin, v3s16 pmax, u8 light)
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{
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assert(vm->m_area.contains(VoxelArea(pmin, pmax)));
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Mapgen mg;
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mg.vm = vm;
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mg.setLighting(light, pmin, pmax);
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return 0;
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}
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void ModApiMapgen::Initialize(lua_State *L, int top)
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{
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