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authorparamat <mat.gregory@virginmedia.com>2015-12-02 03:28:03 +0000
committerparamat <mat.gregory@virginmedia.com>2015-12-07 03:18:24 +0000
commit49073ba2c34dfd8e286865ed2d108a4ec1eb3e3c (patch)
tree2372b48d5bfd846775ced52653afa92883e0a20c /src/script
parenta78dd7f2b6b0e1fefdbaa1ae21b722dd4459e4f4 (diff)
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Mapgen: Add propagate_shadow bool to calcLighting
To terminate unwanted shadows from floatlands or realms above Also add to LuaVoxelManip calc_lighting for use in mapgen mods Remove the 2 argument calcLighting, mapgens now use the 5 argument form to specify the volumes for propagateSunlight and spreadLight In mgsinglenode replace calcLighting with setLighting and clean-up use of tabs and spaces
Diffstat (limited to 'src/script')
-rw-r--r--src/script/lua_api/l_vmanip.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/script/lua_api/l_vmanip.cpp b/src/script/lua_api/l_vmanip.cpp
index ec9be8fba..f13866408 100644
--- a/src/script/lua_api/l_vmanip.cpp
+++ b/src/script/lua_api/l_vmanip.cpp
@@ -181,6 +181,7 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
v3s16 fpmax = vm->m_area.MaxEdge;
v3s16 pmin = lua_istable(L, 2) ? check_v3s16(L, 2) : fpmin + yblock;
v3s16 pmax = lua_istable(L, 3) ? check_v3s16(L, 3) : fpmax - yblock;
+ bool propagate_shadow = lua_isboolean(L, 4) ? lua_toboolean(L, 4) : true;
sortBoxVerticies(pmin, pmax);
if (!vm->m_area.contains(VoxelArea(pmin, pmax)))
@@ -191,7 +192,7 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
mg.ndef = ndef;
mg.water_level = emerge->params.water_level;
- mg.calcLighting(pmin, pmax, fpmin, fpmax);
+ mg.calcLighting(pmin, pmax, fpmin, fpmax, propagate_shadow);
return 0;
}