restructure, with logic this time
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@ -1117,6 +1117,7 @@ eMonsterType cFinishGenPassiveMobs::GetRandomMob(cChunkDesc & a_ChunkDesc)
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case biDeepOcean:
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{
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ListOfSpawnables.insert(MobIter, mtSquid);
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break;
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}
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// Add ocelots in jungle biomes
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case biJungle:
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@ -1126,6 +1127,7 @@ eMonsterType cFinishGenPassiveMobs::GetRandomMob(cChunkDesc & a_ChunkDesc)
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case biJungleEdgeM:
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{
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ListOfSpawnables.insert(MobIter, mtOcelot);
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break;
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}
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case biPlains:
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case biSunflowerPlains:
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@ -1136,6 +1138,7 @@ eMonsterType cFinishGenPassiveMobs::GetRandomMob(cChunkDesc & a_ChunkDesc)
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{
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ListOfSpawnables.insert(MobIter, mtHorse);
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// ListOfSpawnables.insert(mtDonkey);
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break;
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}
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// Add wolves in forest and spruce forests
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case biForest:
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@ -1145,16 +1148,21 @@ eMonsterType cFinishGenPassiveMobs::GetRandomMob(cChunkDesc & a_ChunkDesc)
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case biColdTaigaM:
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{
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ListOfSpawnables.insert(MobIter, mtWolf);
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break;
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}
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// All other animals can be added to the list
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// Nothing special about this biome
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default:
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{
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ListOfSpawnables.insert(MobIter, mtChicken);
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ListOfSpawnables.insert(MobIter, mtCow);
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ListOfSpawnables.insert(MobIter, mtPig);
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ListOfSpawnables.insert(MobIter, mtSheep);
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break;
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}
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}
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if ((a_ChunkDesc.GetBiome(x, z) != biMushroomIsland) && (a_ChunkDesc.GetBiome(x, z) != biMushroomShore))
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{
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ListOfSpawnables.insert(MobIter, mtChicken);
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ListOfSpawnables.insert(MobIter, mtCow);
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ListOfSpawnables.insert(MobIter, mtPig);
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ListOfSpawnables.insert(MobIter, mtSheep);
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}
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if (ListOfSpawnables.empty())
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{
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