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Mapgen is better now. Not a lot, but a bit!
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@@ -544,11 +544,10 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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block_is_invalid = true;
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}
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v2s16 p2d(p.X, p.Z);
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ServerMap *map = (ServerMap*)(&server->m_env.getMap());
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v2s16 chunkpos = map->sector_to_chunk(p2d);
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if(map->chunkNonVolatile(chunkpos) == false)
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if(block->isFullyGenerated() == false)
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{
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block_is_invalid = true;
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}
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}
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/*
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@@ -3420,16 +3419,6 @@ Player *Server::emergePlayer(const char *name, const char *password,
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nodepos = v2s16(-range + (myrand()%(range*2)),
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-range + (myrand()%(range*2)));
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v2s16 sectorpos = getNodeSectorPos(nodepos);
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/*
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Ignore position if it is near a chunk edge.
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Otherwise it would cause excessive loading time at
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initial generation
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*/
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{
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if(m_env.getServerMap().sector_to_chunk(sectorpos+v2s16(1,1))
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!= m_env.getServerMap().sector_to_chunk(sectorpos+v2s16(-1,-1)))
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continue;
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}
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// Get sector (NOTE: Don't get because it's slow)
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//m_env.getMap().emergeSector(sectorpos);
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// Get ground height at point (fallbacks to heightmap function)
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