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LuaVoxelManip: Add area parameters back to calc_lighting and set_lighting, made optional this time; also fixed a slight bug with night values being ignored
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769b2d7c05
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2 changed files with 20 additions and 10 deletions
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@ -135,18 +135,23 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
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LuaVoxelManip *o = checkobject(L, 1);
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if (!o->is_mapgen_vm)
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return 0;
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INodeDefManager *ndef = getServer(L)->getNodeDefManager();
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EmergeManager *emerge = getServer(L)->getEmergeManager();
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ManualMapVoxelManipulator *vm = o->vm;
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v3s16 p1 = lua_istable(L, 2) ? read_v3s16(L, 2) :
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vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 p2 = lua_istable(L, 3) ? read_v3s16(L, 3) :
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vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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sortBoxVerticies(p1, p2);
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Mapgen mg;
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mg.vm = vm;
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mg.ndef = ndef;
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mg.water_level = emerge->params->water_level;
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mg.calcLighting(vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE,
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vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE);
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mg.calcLighting(p1, p2);
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return 0;
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}
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@ -164,16 +169,20 @@ int LuaVoxelManip::l_set_lighting(lua_State *L)
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u8 light;
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light = (getintfield_default(L, 2, "day", 0) & 0x0F);
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light |= (getintfield_default(L, 2, "night", 0) & 0x0F) << 8;
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light |= (getintfield_default(L, 2, "night", 0) & 0x0F) << 4;
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ManualMapVoxelManipulator *vm = o->vm;
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v3s16 p1 = lua_istable(L, 3) ? read_v3s16(L, 3) :
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vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 p2 = lua_istable(L, 4) ? read_v3s16(L, 4) :
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vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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sortBoxVerticies(p1, p2);
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Mapgen mg;
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mg.vm = vm;
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mg.setLighting(vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE,
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vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE,
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light);
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mg.setLighting(p1, p2, light);
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return 0;
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}
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