Fix some PseudRandom weirdness in mcl_structures
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@ -15,6 +15,10 @@ mcl_structures.get_struct = function(file)
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return allnode
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end
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local mapseed = tonumber(minetest.get_mapgen_setting("seed"))
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-- Random number generator for all generated structures
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local pr = PseudoRandom(mapseed)
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-- Call on_construct on pos.
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-- Useful to init chests from formspec.
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local init_node_construct = function(pos)
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@ -171,8 +175,6 @@ mcl_structures.generate_igloo_basement = function(pos, orientation)
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else
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return success
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end
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-- FIXME: Use better seeding
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local pr = PseudoRandom(math.random(0, 4294967295))
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local size = {x=9,y=5,z=7}
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local lootitems = mcl_loot.get_multi_loot({
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{
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@ -277,8 +279,6 @@ mcl_structures.generate_end_portal_shrine = function(pos)
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-- Shuffle stone brick types
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local bricks = minetest.find_nodes_in_area(area_start, area_end, "mcl_core:stonebrick")
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-- FIXME: Use better seeding
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local pr = PseudoRandom(math.random(0, 4294967295))
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for b=1, #bricks do
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local r_bricktype = pr:next(1, 100)
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local r_infested = pr:next(1, 100)
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@ -368,10 +368,7 @@ mcl_structures.generate_desert_temple = function(pos)
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local chests = minetest.find_nodes_in_area({x=newpos.x-size.x, y=newpos.y, z=newpos.z-size.z}, vector.add(newpos, size), "mcl_chests:chest")
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-- Add desert temple loot into chests
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-- FIXME: Use better seeding
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local pr = PseudoRandom(math.random(0, 4294967295))
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for c=1, #chests do
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-- FIXME: Use better seeding
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local lootitems = mcl_loot.get_multi_loot({
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{
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stacks_min = 2,
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