Remove mcl_dungeons unused code

This commit is contained in:
Wuzzy 2017-11-30 10:18:29 +01:00
parent 5fb9b8bad7
commit 9c80f8d970

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