Various random code cleanups
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@@ -411,7 +411,7 @@ static void push_craft_recipe(lua_State *L, IGameDef *gdef,
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CraftOutput output = recipe->getOutput(input, gdef);
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lua_newtable(L); // items
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std::vector<ItemStack>::const_iterator iter = input.items.begin();
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auto iter = input.items.begin();
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for (u16 j = 1; iter != input.items.end(); ++iter, j++) {
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if (iter->empty())
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continue;
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@@ -457,7 +457,7 @@ static void push_craft_recipes(lua_State *L, IGameDef *gdef,
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lua_createtable(L, recipes.size(), 0);
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std::vector<CraftDefinition*>::const_iterator it = recipes.begin();
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auto it = recipes.begin();
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for (unsigned i = 0; it != recipes.end(); ++it) {
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lua_newtable(L);
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push_craft_recipe(L, gdef, *it, output);
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@@ -250,7 +250,7 @@ bool read_schematic_def(lua_State *L, int index,
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u8 param2 = getintfield_default(L, -1, "param2", 0);
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//// Find or add new nodename-to-ID mapping
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std::unordered_map<std::string, content_t>::iterator it = name_id_map.find(name);
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auto it = name_id_map.find(name);
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content_t name_index;
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if (it != name_id_map.end()) {
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name_index = it->second;
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@@ -36,7 +36,7 @@ int ModApiRollback::l_rollback_get_node_actions(lua_State *L)
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}
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std::list<RollbackAction> actions = rollback->getNodeActors(pos, range, seconds, limit);
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std::list<RollbackAction>::iterator iter = actions.begin();
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auto iter = actions.begin();
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lua_createtable(L, actions.size(), 0);
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for (unsigned int i = 1; iter != actions.end(); ++iter, ++i) {
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@@ -86,8 +86,7 @@ int ModApiRollback::l_rollback_revert_actions_by(lua_State *L)
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lua_pushboolean(L, success);
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lua_createtable(L, log.size(), 0);
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unsigned long i = 0;
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for(std::list<std::string>::const_iterator iter = log.begin();
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iter != log.end(); ++i, ++iter) {
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for(auto iter = log.begin(); iter != log.end(); ++i, ++iter) {
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lua_pushnumber(L, i);
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lua_pushstring(L, iter->c_str());
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lua_settable(L, -3);
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