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remove unused variables
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@@ -193,11 +193,7 @@ void Zone::fractalize()
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rmg::Area clearedTiles(dAreaFree);
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rmg::Area possibleTiles(dAreaPossible);
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rmg::Area tilesToIgnore; //will be erased in this iteration
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//the more treasure density, the greater distance between paths. Scaling is experimental.
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int totalDensity = 0;
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for(auto ti : treasureInfo)
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totalDensity += ti.density;
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const float minDistance = 10 * 10; //squared
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if(type != ETemplateZoneType::JUNCTION)
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