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Biome API: Add biome-specific river water
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@ -55,6 +55,7 @@ BiomeManager::BiomeManager(IGameDef *gamedef) :
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b->m_nodenames.push_back("mapgen_stone");
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b->m_nodenames.push_back("mapgen_water_source");
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b->m_nodenames.push_back("mapgen_water_source");
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b->m_nodenames.push_back("mapgen_river_water_source");
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b->m_nodenames.push_back("air");
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m_ndef->pendNodeResolve(b, NODE_RESOLVE_DEFERRED);
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@ -136,6 +137,7 @@ void Biome::resolveNodeNames()
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getIdFromNrBacklog(&c_stone, "mapgen_stone", CONTENT_AIR);
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getIdFromNrBacklog(&c_water_top, "mapgen_water_source", CONTENT_AIR);
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getIdFromNrBacklog(&c_water, "mapgen_water_source", CONTENT_AIR);
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getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR);
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getIdFromNrBacklog(&c_dust, "air", CONTENT_IGNORE);
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}
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@ -42,6 +42,7 @@ public:
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content_t c_stone;
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content_t c_water_top;
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content_t c_water;
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content_t c_river_water;
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content_t c_dust;
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s16 depth_top;
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@ -404,6 +404,7 @@ Biome *read_biome_def(lua_State *L, int index, INodeDefManager *ndef)
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nn.push_back(getstringfield_default(L, index, "node_stone", ""));
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nn.push_back(getstringfield_default(L, index, "node_water_top", ""));
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nn.push_back(getstringfield_default(L, index, "node_water", ""));
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nn.push_back(getstringfield_default(L, index, "node_river_water", ""));
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nn.push_back(getstringfield_default(L, index, "node_dust", ""));
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ndef->pendNodeResolve(b, NODE_RESOLVE_DEFERRED);
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