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Dungeons: Use 'block' instead of 'brick' for nodebox stairs
Affects only sandstone dungeons. Nodebox stairs made from 'sandstone_block' look better because every step is undivided.
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@ -606,7 +606,7 @@ MapgenBasic::MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emer
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c_stair_cobble = ndef->getId("mapgen_stair_cobble");
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c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
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c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
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c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
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c_stair_sandstone_block = ndef->getId("mapgen_stair_sandstone_block");
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// Fall back to more basic content if not defined
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if (c_mossycobble == CONTENT_IGNORE)
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@ -617,8 +617,8 @@ MapgenBasic::MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emer
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c_stair_desert_stone = c_desert_stone;
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if (c_sandstonebrick == CONTENT_IGNORE)
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c_sandstonebrick = c_sandstone;
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if (c_stair_sandstonebrick == CONTENT_IGNORE)
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c_stair_sandstonebrick = c_sandstonebrick;
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if (c_stair_sandstone_block == CONTENT_IGNORE)
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c_stair_sandstone_block = c_sandstonebrick;
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}
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@ -891,7 +891,7 @@ void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type)
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case MGSTONE_SANDSTONE:
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dp.c_wall = c_sandstonebrick;
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dp.c_alt_wall = CONTENT_IGNORE;
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dp.c_stair = c_stair_sandstonebrick;
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dp.c_stair = c_stair_sandstone_block;
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dp.diagonal_dirs = false;
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dp.holesize = v3s16(2, 2, 2);
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@ -268,7 +268,7 @@ protected:
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content_t c_mossycobble;
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content_t c_stair_desert_stone;
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content_t c_sandstonebrick;
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content_t c_stair_sandstonebrick;
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content_t c_stair_sandstone_block;
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int ystride;
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int zstride;
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