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Some refactoring and fixes to VoxelArea and VoxelManip
In particular this validates the edges of VoxelArea and fixes all the nonsense tests uncovered by it.
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11 changed files with 178 additions and 183 deletions
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@ -91,7 +91,7 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
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random.seed(bseed + 2);
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// Dungeon generator doesn't modify places which have this set
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vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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vm->clearFlags(vm->m_area, VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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if (dp.only_in_ground) {
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// Set all air and liquid drawtypes to be untouchable to make dungeons generate
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