From 9c80f8d9701e66af057b5c55612202ae90c08074 Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Thu, 30 Nov 2017 10:18:29 +0100 Subject: [PATCH] Remove mcl_dungeons unused code --- mods/MAPGEN/mcl_dungeons/init.lua | 11 ----------- 1 file changed, 11 deletions(-) diff --git a/mods/MAPGEN/mcl_dungeons/init.lua b/mods/MAPGEN/mcl_dungeons/init.lua index b18d30e5f..e362d265e 100644 --- a/mods/MAPGEN/mcl_dungeons/init.lua +++ b/mods/MAPGEN/mcl_dungeons/init.lua @@ -1,7 +1,5 @@ -- FIXME: Chests may appear at openings --- TODO: Add monster spawner - local mg_name = minetest.get_mapgen_setting("mg_name") local pr = PseudoRandom(os.time()) @@ -74,7 +72,6 @@ end -- Buffer for LuaVoxelManip local lvm_buffer = {} -local lvm_buffer2 = {} -- for param2 -- Below the bedrock, generate air/void minetest.register_on_generated(function(minp, maxp) @@ -90,7 +87,6 @@ minetest.register_on_generated(function(minp, maxp) local c_air = minetest.get_content_id("air") local c_cobble = minetest.get_content_id("mcl_core:cobble") local c_mossycobble = minetest.get_content_id("mcl_core:mossycobble") - local c_chest = minetest.get_content_id("mcl_chests:chest") -- Remember spawner chest positions to set metadata later local chest_posses = {} @@ -294,13 +290,6 @@ minetest.register_on_generated(function(minp, maxp) -- Place next chest at the wall (if it was its chosen wall slot) if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then - local p2 - - -- Select rotation so the chest faces away from wall - if (tx==x+1) then p2 = 3 - elseif (tx==maxx-1) then p2 = 1 - elseif (tz==z+1) then p2 = 2 - else p2 = 0 end table.insert(chest_posses, {x=tx, y=ty, z=tz}) currentChest = currentChest + 1 else