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DecoSchematic: Fix missing trees in rough terrain
Move place_on check to before place_center_x/y/z displacement of p Reduce displacement of p by place_center_x/y/z flags to correctly position schematics
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@ -324,26 +324,23 @@ size_t DecoSchematic::generate(MMVManip *vm, PseudoRandom *pr, v3s16 p)
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if (schematic == NULL)
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if (schematic == NULL)
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return 0;
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return 0;
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if (flags & DECO_PLACE_CENTER_X)
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p.X -= (schematic->size.X + 1) / 2;
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if (flags & DECO_PLACE_CENTER_Y)
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p.Y -= (schematic->size.Y + 1) / 2;
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if (flags & DECO_PLACE_CENTER_Z)
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p.Z -= (schematic->size.Z + 1) / 2;
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bool force_placement = (flags & DECO_FORCE_PLACEMENT);
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if (!vm->m_area.contains(p))
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return 0;
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u32 vi = vm->m_area.index(p);
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u32 vi = vm->m_area.index(p);
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content_t c = vm->m_data[vi].getContent();
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content_t c = vm->m_data[vi].getContent();
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if (!CONTAINS(c_place_on, c))
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if (!CONTAINS(c_place_on, c))
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return 0;
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return 0;
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if (flags & DECO_PLACE_CENTER_X)
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p.X -= (schematic->size.X - 1) / 2;
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if (flags & DECO_PLACE_CENTER_Y)
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p.Y -= (schematic->size.Y - 1) / 2;
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if (flags & DECO_PLACE_CENTER_Z)
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p.Z -= (schematic->size.Z - 1) / 2;
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Rotation rot = (rotation == ROTATE_RAND) ?
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Rotation rot = (rotation == ROTATE_RAND) ?
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(Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation;
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(Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation;
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bool force_placement = (flags & DECO_FORCE_PLACEMENT);
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schematic->blitToVManip(p, vm, rot, force_placement, m_ndef);
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schematic->blitToVManip(p, vm, rot, force_placement, m_ndef);
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return 1;
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return 1;
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