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More aligning of code
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@@ -575,11 +575,11 @@ module RandomDungeonGenerator
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for y in 0...maxHeight / cellHeight
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for x in 0...maxWidth / cellWidth
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pattern = maze.getEdgePattern(x, y)
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if DungeonMaze.paint_cell_contents(
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self, BUFFER_X + x * cellWidth, BUFFER_Y + y * cellHeight,
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corridor_patterns[pattern], DungeonMaze::TURN_NONE)
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roomcount += 1
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end
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next if !DungeonMaze.paint_cell_contents(
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self, BUFFER_X + x * cellWidth, BUFFER_Y + y * cellHeight,
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corridor_patterns[pattern], DungeonMaze::TURN_NONE
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)
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roomcount += 1
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end
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end
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# If no rooms were generated, make the whole map a room
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