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Biome dust placement: Improve comments, re-order some lines
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@ -791,6 +791,10 @@ void MapgenBasic::dustTopNodes()
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if (biome->c_dust == CONTENT_IGNORE)
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continue;
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// Check if mapchunk above has generated, if so, drop dust from 16 nodes
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// above current mapchunk top, above decorations that will extend above
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// the current mapchunk. If the mapchunk above has not generated, it
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// will provide this required dust when it does.
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u32 vi = vm->m_area.index(x, full_node_max.Y, z);
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content_t c_full_max = vm->m_data[vi].getContent();
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s16 y_start;
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@ -819,14 +823,15 @@ void MapgenBasic::dustTopNodes()
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content_t c = vm->m_data[vi].getContent();
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NodeDrawType dtype = ndef->get(c).drawtype;
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// Only place on walkable cubic non-liquid nodes
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// Dust check needed due to vertical overgeneration
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// Only place on cubic, walkable, non-dust nodes.
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// Dust check needed due to avoid double layer of dust caused by
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// dropping dust from 16 nodes above mapchunk top.
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if ((dtype == NDT_NORMAL ||
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dtype == NDT_ALLFACES ||
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dtype == NDT_ALLFACES_OPTIONAL ||
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dtype == NDT_GLASSLIKE_FRAMED_OPTIONAL ||
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dtype == NDT_GLASSLIKE ||
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dtype == NDT_GLASSLIKE_FRAMED ||
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dtype == NDT_ALLFACES) &&
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dtype == NDT_GLASSLIKE_FRAMED_OPTIONAL) &&
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ndef->get(c).walkable && c != biome->c_dust) {
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VoxelArea::add_y(em, vi, 1);
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vm->m_data[vi] = MapNode(biome->c_dust);
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