Silenced and fixed many warning messages across multiple files.
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@@ -365,8 +365,8 @@ protected:
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case biMegaSpruceTaigaHills:
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{
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// Select the pattern to use - podzol, grass or grassless dirt:
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + a_RelX)) / FrequencyX;
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ)) / FrequencyZ;
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NOISE_DATATYPE NoiseX = (static_cast<NOISE_DATATYPE>(a_ChunkDesc.GetChunkX() * cChunkDef::Width + a_RelX)) / FrequencyX;
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NOISE_DATATYPE NoiseY = (static_cast<NOISE_DATATYPE>(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ)) / FrequencyZ;
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NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
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const cPattern::BlockInfo * Pattern = (Val < -0.9) ? patGrassLess.Get() : ((Val > 0) ? patPodzol.Get() : patGrass.Get());
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FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern, a_ShapeColumn);
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@@ -407,8 +407,8 @@ protected:
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case biExtremeHillsM:
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{
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// Select the pattern to use - gravel, stone or grass:
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + a_RelX)) / FrequencyX;
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ)) / FrequencyZ;
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NOISE_DATATYPE NoiseX = (static_cast<NOISE_DATATYPE>(a_ChunkDesc.GetChunkX() * cChunkDef::Width + a_RelX)) / FrequencyX;
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NOISE_DATATYPE NoiseY = (static_cast<NOISE_DATATYPE>(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ)) / FrequencyZ;
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NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
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const cPattern::BlockInfo * Pattern = (Val < 0.0) ? patStone.Get() : patGrass.Get();
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FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, Pattern, a_ShapeColumn);
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@@ -493,9 +493,9 @@ protected:
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return;
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}
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + a_RelX)) / FrequencyX;
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ)) / FrequencyZ;
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int ClayFloor = m_SeaLevel - 6 + (int)(4.f * m_MesaFloor.CubicNoise2D(NoiseX, NoiseY));
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NOISE_DATATYPE NoiseX = (static_cast<NOISE_DATATYPE>(a_ChunkDesc.GetChunkX() * cChunkDef::Width + a_RelX)) / FrequencyX;
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NOISE_DATATYPE NoiseY = (static_cast<NOISE_DATATYPE>(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + a_RelZ)) / FrequencyZ;
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int ClayFloor = m_SeaLevel - 6 + static_cast<int>(4.f * m_MesaFloor.CubicNoise2D(NoiseX, NoiseY));
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if (ClayFloor >= Top)
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{
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ClayFloor = Top - 1;
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@@ -577,8 +577,8 @@ protected:
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const NOISE_DATATYPE FrequencyZ = 3;
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// Select the ocean-floor pattern to use:
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NOISE_DATATYPE NoiseX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width + a_RelX)) / FrequencyX;
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NOISE_DATATYPE NoiseY = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ;
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NOISE_DATATYPE NoiseX = (static_cast<NOISE_DATATYPE>(a_ChunkX * cChunkDef::Width + a_RelX)) / FrequencyX;
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NOISE_DATATYPE NoiseY = (static_cast<NOISE_DATATYPE>(a_ChunkZ * cChunkDef::Width + a_RelZ)) / FrequencyZ;
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NOISE_DATATYPE Val = m_OceanFloorSelect.CubicNoise2D(NoiseX, NoiseY);
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if (Val < -0.95)
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{
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