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Remove mcl_dungeons unused code
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@ -1,7 +1,5 @@
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-- FIXME: Chests may appear at openings
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-- TODO: Add monster spawner
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local mg_name = minetest.get_mapgen_setting("mg_name")
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local pr = PseudoRandom(os.time())
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@ -74,7 +72,6 @@ end
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-- Buffer for LuaVoxelManip
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local lvm_buffer = {}
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local lvm_buffer2 = {} -- for param2
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-- Below the bedrock, generate air/void
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minetest.register_on_generated(function(minp, maxp)
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@ -90,7 +87,6 @@ minetest.register_on_generated(function(minp, maxp)
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local c_air = minetest.get_content_id("air")
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local c_cobble = minetest.get_content_id("mcl_core:cobble")
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local c_mossycobble = minetest.get_content_id("mcl_core:mossycobble")
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local c_chest = minetest.get_content_id("mcl_chests:chest")
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-- Remember spawner chest positions to set metadata later
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local chest_posses = {}
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@ -294,13 +290,6 @@ minetest.register_on_generated(function(minp, maxp)
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-- Place next chest at the wall (if it was its chosen wall slot)
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if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
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local p2
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-- Select rotation so the chest faces away from wall
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if (tx==x+1) then p2 = 3
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elseif (tx==maxx-1) then p2 = 1
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elseif (tz==z+1) then p2 = 2
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else p2 = 0 end
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table.insert(chest_posses, {x=tx, y=ty, z=tz})
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currentChest = currentChest + 1
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else
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