1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-08-01 17:38:41 +00:00

improve name of var

This commit is contained in:
Xeno333 2025-06-15 00:50:31 -05:00
parent 2a34e54055
commit 6583488fed
2 changed files with 4 additions and 7 deletions

View file

@ -412,7 +412,7 @@ local function create_world_buttonhandler(this, fields)
this.data.seed = fields["te_seed"] or ""
this.data.mg = fields["dd_mapgen"]
local mapgen_internal = this.data.mg
local mapgen = nil
local lua_mapgen = nil
-- This is used to make sure that the internal mapgens are never overwritten by an ill-playing mapgen
local internal_mapgens = core.get_mapgen_names()
@ -428,7 +428,7 @@ local function create_world_buttonhandler(this, fields)
for name, v in pairs(lua_mapgens) do
if v.title == this.data.mg or (v.title == nil and name == this.data.mg) then
mapgen_internal = "singlenode"
mapgen = name
lua_mapgen = name
break
end
end
@ -438,7 +438,7 @@ local function create_world_buttonhandler(this, fields)
local settings = {
fixed_map_seed = this.data.seed,
mg_name = mapgen_internal,
lua_mapgen = mapgen,
lua_mapgen = lua_mapgen,
mg_flags = table_to_flags(this.data.flags.main),
mgv5_spflags = table_to_flags(this.data.flags.v5),
mgv6_spflags = table_to_flags(this.data.flags.v6),

View file

@ -593,10 +593,7 @@ int ModApiMainMenu::l_create_world(lua_State *L)
// Create world if it doesn't exist
try {
std::string lua_mapgen = "";
if (use_settings.find("lua_mapgen") != use_settings.end())
lua_mapgen = use_settings["lua_mapgen"];
loadGameConfAndInitWorld(path, name, *game_it, true, lua_mapgen);
loadGameConfAndInitWorld(path, name, *game_it, true, g_settings->get("lua_mapgen"));
lua_pushnil(L);
} catch (const BaseException &e) {
auto err = std::string("Failed to initialize world: ") + e.what();