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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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@ -198,8 +198,12 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y, large_cave_depth);
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if (flags & MG_CAVES) {
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// Generate tunnels
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generateCavesNoiseIntersection(stone_surface_max_y);
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// Generate large randomwalk caves
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generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
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}
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if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
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full_node_max.Y <= dungeon_ymax)
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