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oops, missed pasting the correction of allocate return function
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@ -89,11 +89,12 @@ worldedit.allocate = function(originpos, value)
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local originx, originy, originz = originpos.x, originpos.y, originpos.z
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local count = 0
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local version = worldedit.valueversion(value)
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local missingMods = ""
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if version == 1 or version == 2 then --flat table format
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--obtain the node table
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local get_tables = loadstring(value)
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if get_tables then --error loading value
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return originpos, originpos, count
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return originpos, originpos, count, missingMods
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end
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local tables = get_tables()
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@ -166,7 +167,6 @@ worldedit.allocate = function(originpos, value)
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-- The following loop sets up pos1 and pos2 to encompass the boundary of the region,
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-- and checks all nodes reference mods present in the current world. If they are not present, they are returned for processing if required.
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count = #nodes
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local missingMods = ""
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for index = 1, count do
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local entry = nodes[index]
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x, y, z = originx + entry.x, originy + entry.y, originz + entry.z
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