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Mapgen caves: Re-order generation to fix cavern bug
Previously, caverns confused tunnel generation causing biome top and filler nodes to appear in caverns. Split 'generateCaves()' into 2 functions to separate tunnel and large randomwalk cave generation. In each mapgen re-order cave generation to generate tunnels before caverns.
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@@ -238,11 +238,12 @@ public:
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MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emerge);
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virtual ~MapgenBasic();
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virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth);
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virtual bool generateCaverns(s16 max_stone_y);
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virtual void generateDungeons(s16 max_stone_y);
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virtual void generateBiomes();
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virtual void dustTopNodes();
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virtual void generateCavesNoiseIntersection(s16 max_stone_y);
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virtual void generateCavesRandomWalk(s16 max_stone_y, s16 large_cave_depth);
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virtual bool generateCavernsNoise(s16 max_stone_y);
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virtual void generateDungeons(s16 max_stone_y);
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protected:
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EmergeManager *m_emerge;
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