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[Bleeding] Prevent update inconsistencies on generation/decoration that span chunks. Fixes BUKKIT-871
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@@ -72,7 +72,7 @@ public class WorldGenTrees extends WorldGenerator implements BlockSapling.TreeGe
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} else {
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i1 = world.getTypeId(i, j - 1, k);
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if ((i1 == Block.GRASS.id || i1 == Block.DIRT.id) && j < 256 - l - 1) {
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world.setRawTypeId(i, j - 1, k, Block.DIRT.id);
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this.setTypeAndData(world, i, j - 1, k, Block.DIRT.id, 0); // CraftBukkit
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b0 = 3;
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byte b1 = 0;
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@@ -162,7 +162,7 @@ public class WorldGenTrees extends WorldGenerator implements BlockSapling.TreeGe
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// CraftBukkit - Changed world to BlockChangeDelegate
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private void a(BlockChangeDelegate world, int i, int j, int k, int l) {
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world.setTypeIdAndData(i, j, k, Block.VINE.id, l);
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this.setTypeAndData(world, i, j, k, Block.VINE.id, l); // CraftBukkit
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int i1 = 4;
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while (true) {
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@@ -171,7 +171,7 @@ public class WorldGenTrees extends WorldGenerator implements BlockSapling.TreeGe
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return;
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}
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world.setTypeIdAndData(i, j, k, Block.VINE.id, l);
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this.setTypeAndData(world, i, j, k, Block.VINE.id, l); // CraftBukkit
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--i1;
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}
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}
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