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refactor: expand AUTO_VAR macro
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@@ -18,7 +18,7 @@ void ConsoleGenerateStructure::getChildren(
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std::vector<GameRuleDefinition*>* children) {
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GameRuleDefinition::getChildren(children);
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for (AUTO_VAR(it, m_actions.begin()); it != m_actions.end(); it++)
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for (auto it = m_actions.begin(); it != m_actions.end(); it++)
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children->push_back(*it);
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}
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@@ -104,7 +104,7 @@ BoundingBox* ConsoleGenerateStructure::getBoundingBox() {
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// Find the max bounds
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int maxX, maxY, maxZ;
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maxX = maxY = maxZ = 1;
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for (AUTO_VAR(it, m_actions.begin()); it != m_actions.end(); ++it) {
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for (auto it = m_actions.begin(); it != m_actions.end(); ++it) {
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ConsoleGenerateStructureAction* action = *it;
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maxX = std::max(maxX, action->getEndX());
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maxY = std::max(maxY, action->getEndY());
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@@ -121,7 +121,7 @@ bool ConsoleGenerateStructure::postProcess(Level* level, Random* random,
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BoundingBox* chunkBB) {
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if (level->dimension->id != m_dimension) return false;
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for (AUTO_VAR(it, m_actions.begin()); it != m_actions.end(); ++it) {
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for (auto it = m_actions.begin(); it != m_actions.end(); ++it) {
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ConsoleGenerateStructureAction* action = *it;
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switch (action->getActionType()) {
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