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	Fix worldedit.hollow_cylinder.
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		@@ -192,7 +192,7 @@ worldedit.dome = function(pos, radius, nodename)
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end
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--adds a hollow cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename) --wip: rewrite this using voxelmanip
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worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
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	local other1, other2
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	if axis == "x" then
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		other1, other2 = "y", "z"
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@@ -209,7 +209,7 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename) --wip:
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		currentpos[axis] = currentpos[axis] - length
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	end
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	--make area stay loaded
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	--set up voxel manipulator
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	local manip = minetest.get_voxel_manip()
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	local pos1 = {
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		[axis]=currentpos[axis],
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@@ -221,55 +221,43 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename) --wip:
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		[other1]=currentpos[other1] + radius,
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		[other2]=currentpos[other2] + radius
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	}
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	manip:read_from_map(pos1, pos2)
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	local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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	local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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	--create schematic for single node column along the axis
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	local node = {name=nodename, param1=255, param2=0}
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	--fill emerged area with ignore
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	local nodes = {}
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	for i = 1, length do
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		nodes[i] = node
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	local ignore = minetest.get_content_id("ignore")
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	for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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		nodes[i] = ignore
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	end
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	local schematic = {size={[axis]=length, [other1]=1, [other2]=1}, data=nodes}
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	--add columns in a circle around axis to form cylinder
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	local place_schematic = minetest.place_schematic
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	--fill selected area with node
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	local node_id = minetest.get_content_id(nodename)
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	local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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	local stride = {x=1, y=area.ystride, z=area.zstride}
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	local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
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	local min_slice, max_slice = offset[axis], offset[axis] + length - 1
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	local count = 0
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	local offset1, offset2 = 0, radius
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	local delta = -radius
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	while offset1 <= offset2 do
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		--add node at each octant
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		local first1, first2 = pos[other1] + offset1, pos[other1] - offset1
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		local second1, second2 = pos[other2] + offset2, pos[other2] - offset2
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		currentpos[other1], currentpos[other2] = first1, second1
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		place_schematic(currentpos, schematic) --octant 1
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		currentpos[other1] = first2
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		place_schematic(currentpos, schematic) --octant 4
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		currentpos[other2] = second2
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		place_schematic(currentpos, schematic) --octant 5
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		currentpos[other1] = first1
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		place_schematic(currentpos, schematic) --octant 8
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		local first1, first2 = pos[other1] + offset2, pos[other1] - offset2
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		local second1, second2 = pos[other2] + offset1, pos[other2] - offset1
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		currentpos[other1], currentpos[other2] = first1, second1
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		place_schematic(currentpos, schematic) --octant 2
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		currentpos[other1] = first2
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		place_schematic(currentpos, schematic) --octant 3
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		currentpos[other2] = second2
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		place_schematic(currentpos, schematic) --octant 6
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		currentpos[other1] = first1
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		place_schematic(currentpos, schematic) --octant 7
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		count = count + 8 --wip: broken because sometimes currentpos is repeated
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		--move to next location
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		delta = delta + (offset1 * 2) + 1
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		if delta >= 0 then
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			offset2 = offset2 - 1
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			delta = delta - (offset2 * 2)
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	for index2 = -radius, radius do
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		local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
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		for index3 = -radius, radius do
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			local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
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			local squared = index2 * index2 + index3 * index3
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			if squared >= min_radius and squared <= max_radius then --position is on surface of cylinder
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				for index1 = min_slice, max_slice do --add column along axis
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					local i = newindex3 + index1 * stride[axis]
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					nodes[i] = node_id
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				end
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				count = count + length
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			end
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		end
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		offset1 = offset1 + 1
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	end
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	count = count * length --apply the length to the number of nodes
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	--update map nodes
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	manip:set_data(nodes)
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	manip:write_to_map()
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	manip:update_map()
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	return count
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end
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@@ -324,7 +312,7 @@ worldedit.cylinder = function(pos, axis, length, radius, nodename)
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		local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
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		for index3 = -radius, radius do
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			local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
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			if index2 * index2 + index3 * index3 <= max_radius then
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			if index2 * index2 + index3 * index3 <= max_radius then --position is within cylinder
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				for index1 = min_slice, max_slice do --add column along axis
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					local i = newindex3 + index1 * stride[axis]
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					nodes[i] = node_id
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