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Temporary comments.
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@ -52,6 +52,12 @@
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#include "../../props/props/prop_data_light.h"
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#include "../../props/props/prop_data_prop.h"
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#include "../../props/props/prop_data_scene.h"
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#ifdef MODULE_ENTITY_SPELL_SYSTEM_ENABLED
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#include "modules/entity_spell_system/props/prop_data_ess_entity_world_spawner_3d_single.h"
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#include "modules/entity_spell_system/props/prop_data_ess_entity_world_spawner_3d_area.h"
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#endif
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#endif
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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@ -69,6 +75,8 @@
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#include "scene/resources/world_3d.h"
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#endif
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const String TerrainWorld::BINDING_STRING_CHANNEL_TYPE_INFO = "Type,Isolevel,Liquid,Liquid Level";
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bool TerrainWorld::get_active() const {
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@ -870,6 +878,27 @@ void TerrainWorld::prop_add(Transform transform, const Ref<PropData> &prop, cons
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continue;
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}
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#endif
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#ifdef MODULE_ENTITY_SPELL_SYSTEM_ENABLED
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/*
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TODO Chunks will need a new api for this. Props that should just create nodes using processor_get_node_for().
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node_props / managed_props / instanced_props?
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Ref<PropDataESSEntityWorldSpawner3DSingle> world_Spawner_single_data = entry;
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if (world_Spawner_single_data.is_valid()) {
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Node *n = sc->processor_get_node_for(t);
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add_child(n);
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n->set_owner(this);
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chunk->scene_add(sc, t, n, false);
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continue;
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}
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Ref<PropDataESSEntityWorldSpawner3DArea> world_Spawner_area_data = entry;
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*/
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#endif
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}
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}
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#endif
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