docs/Generator: Added the easy Finishers.
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@@ -561,10 +561,16 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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// Interpolate the lowest floor:
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for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
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{
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FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
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//*
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FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
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m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) *
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m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) /
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256;
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//*/
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/*
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FloorLo[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
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m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) / 256;
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//*/
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} // for x, z - FloorLo[]
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LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorLo);
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@@ -574,10 +580,16 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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// First update the high floor:
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for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++)
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{
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//*
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FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
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m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) *
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m_Noise2.IntNoise3DInt(BaseX + INTERPOL_Z * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) /
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256;
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//*/
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/*
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FloorHi[INTERPOL_X * x + 17 * INTERPOL_Z * z] =
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m_Noise1.IntNoise3DInt(BaseX + INTERPOL_X * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) / 256;
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//*/
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} // for x, z - FloorLo[]
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LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorHi);
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