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Hopefully fixed the bug of huge mineral deposits rarely in seafloor sand
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1c08b6c99a
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@ -2823,7 +2823,8 @@ void makeChunk(ChunkMakeData *data)
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u32 i = data->vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
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MapNode *n = &data->vmanip.m_data[i];
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if(n->d == CONTENT_GRASS)
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n->d = CONTENT_MUD;
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*n = MapNode(CONTENT_MUD);
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//n->d = CONTENT_MUD;
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}
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/*
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@ -2840,7 +2841,8 @@ void makeChunk(ChunkMakeData *data)
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break;
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MapNode &n = data->vmanip.m_data[i];
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n.d = CONTENT_MUD;
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n = MapNode(CONTENT_MUD);
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//n.d = CONTENT_MUD;
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mudcount++;
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data->vmanip.m_area.add_y(em, i, 1);
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@ -513,7 +513,7 @@ struct MapNode
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// Select the brightest of [light source, propagated light]
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u8 lightday = 0;
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u8 lightnight = 0;
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if(light_propagates())
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if(content_features(d).param_type == CPT_LIGHT)
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{
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lightday = param & 0x0f;
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lightnight = (param>>4)&0x0f;
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@ -534,7 +534,7 @@ struct MapNode
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{
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// Select the brightest of [light source, propagated light]
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u8 light = 0;
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if(light_propagates())
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if(content_features(d).param_type == CPT_LIGHT)
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{
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if(bank == LIGHTBANK_DAY)
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light = param & 0x0f;
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@ -576,8 +576,8 @@ struct MapNode
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void setLight(enum LightBank bank, u8 a_light)
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{
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// If not transparent, can't set light
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if(light_propagates() == false)
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// If node doesn't contain light data, ignore this
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if(content_features(d).param_type != CPT_LIGHT)
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return;
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if(bank == LIGHTBANK_DAY)
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{
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