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improve name of var
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parent
2a34e54055
commit
6583488fed
2 changed files with 4 additions and 7 deletions
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@ -412,7 +412,7 @@ local function create_world_buttonhandler(this, fields)
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this.data.seed = fields["te_seed"] or ""
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this.data.mg = fields["dd_mapgen"]
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local mapgen_internal = this.data.mg
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local mapgen = nil
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local lua_mapgen = nil
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-- This is used to make sure that the internal mapgens are never overwritten by an ill-playing mapgen
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local internal_mapgens = core.get_mapgen_names()
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@ -428,7 +428,7 @@ local function create_world_buttonhandler(this, fields)
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for name, v in pairs(lua_mapgens) do
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if v.title == this.data.mg or (v.title == nil and name == this.data.mg) then
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mapgen_internal = "singlenode"
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mapgen = name
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lua_mapgen = name
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break
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end
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end
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@ -438,7 +438,7 @@ local function create_world_buttonhandler(this, fields)
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local settings = {
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fixed_map_seed = this.data.seed,
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mg_name = mapgen_internal,
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lua_mapgen = mapgen,
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lua_mapgen = lua_mapgen,
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mg_flags = table_to_flags(this.data.flags.main),
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mgv5_spflags = table_to_flags(this.data.flags.v5),
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mgv6_spflags = table_to_flags(this.data.flags.v6),
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@ -593,10 +593,7 @@ int ModApiMainMenu::l_create_world(lua_State *L)
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// Create world if it doesn't exist
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try {
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std::string lua_mapgen = "";
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if (use_settings.find("lua_mapgen") != use_settings.end())
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lua_mapgen = use_settings["lua_mapgen"];
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loadGameConfAndInitWorld(path, name, *game_it, true, lua_mapgen);
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loadGameConfAndInitWorld(path, name, *game_it, true, g_settings->get("lua_mapgen"));
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lua_pushnil(L);
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} catch (const BaseException &e) {
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auto err = std::string("Failed to initialize world: ") + e.what();
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