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Make Mapgen::spreadLight use a queue (#8838)
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2 changed files with 26 additions and 20 deletions
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@ -190,11 +190,12 @@ public:
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void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
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void setLighting(u8 light, v3s16 nmin, v3s16 nmax);
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void lightSpread(VoxelArea &a, v3s16 p, u8 light);
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void lightSpread(VoxelArea &a, std::queue<std::pair<v3s16, u8>> &queue,
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const v3s16 &p, u8 light);
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void calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
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bool propagate_shadow = true);
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void propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow);
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void spreadLight(v3s16 nmin, v3s16 nmax);
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void spreadLight(const v3s16 &nmin, const v3s16 &nmax);
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virtual void makeChunk(BlockMakeData *data) {}
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virtual int getGroundLevelAtPoint(v2s16 p) { return 0; }
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