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	Rename previous_was_found to previous_exists
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		@@ -502,7 +502,7 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes,
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	std::unordered_set<content_t> unnamed_contents;
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	std::unordered_set<std::string> unallocatable_contents;
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	bool previous_was_found = false;
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	bool previous_exists = false;
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	content_t previous_local_id = CONTENT_IGNORE;
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	content_t previous_global_id = CONTENT_IGNORE;
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@@ -512,7 +512,7 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes,
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		// apply directly previous resolved id
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		// This permits to massively improve loading performance when nodes are similar
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		// example: default:air, default:stone are massively present
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		if (previous_was_found && local_id == previous_local_id) {
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		if (previous_exists && local_id == previous_local_id) {
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			nodes[i].setContent(previous_global_id);
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			continue;
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		}
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@@ -520,7 +520,7 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes,
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		std::string name;
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		if (!nimap->getName(local_id, name)) {
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			unnamed_contents.insert(local_id);
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			previous_was_found = false;
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			previous_exists = false;
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			continue;
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		}
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@@ -529,7 +529,7 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes,
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			global_id = gamedef->allocateUnknownNodeId(name);
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			if (global_id == CONTENT_IGNORE) {
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				unallocatable_contents.insert(name);
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				previous_was_found = false;
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				previous_exists = false;
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				continue;
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			}
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		}
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@@ -538,7 +538,7 @@ static void correctBlockNodeIds(const NameIdMapping *nimap, MapNode *nodes,
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		// Save previous node local_id & global_id result
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		previous_local_id = local_id;
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		previous_global_id = global_id;
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		previous_was_found = true;
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		previous_exists = true;
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	}
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	for (const content_t c: unnamed_contents) {
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